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July/ August 1982 



Volume 2, Number 4 



$2.95 (USA) 
£1.50(UK) 



The magazine for Sinclair users 




Jse the DEFine function 
ro Construct 3-D Plots 

To Explore New frontiers.. 
Six Games of Outer Space 




Sinclair ZX Spectrum: 
An In-depth Review 



Hardware: More 
Power Filtering, E 

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SYN1 2/01/ 194301606 12339 25034 
ANDR£W KENNCBV- " 
2 CAlUMET AVENUE 



1 



WORCESTER 



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• Limited 6502 Assembler 
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Description of memory 

0-8K . . . Sinclair ROM 
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SYCO 7^8 



The magazine for Sinclair users 




i_jn 




July/August 1982 



Volume 2, Number 4 



DEPARTMENTS 

4 Letters 

1 SYNC Notes Grosjean 

I 2 Try This Berggren, Rainwater 

1 4 Just for Fun Boynton, Bush, Grosjean 

I D Perceptions Omstein 

TheZX81 Parser (Part 2) 

22 Kitchen SYNC Groupe, Tardiff, Zatkovich 

Two to the What? 

T4 Hardware Tips ....... Dowell, Hartung, Hornung, Ingle 

Ear Input Circuit, Top Line Hook, Power Filtering, Strong 
KBD Signals, ROM Changing, Memory Expansion Power, 
Thick Black Bars 

I O Resources 

80 Index to Advertisers 



HARDWARE 

JO Double Your Memory Schneider 

ZX81 internal RAM upgrade 



MATH 



43 Understanding Floating Point Arithmetic Logan 

Part 3 



PROGRAMMING TECHNIQUES 

64 DEF on the ZX81 Passler 

Translating other Basics 

68 Handling Strings from Another DIMension Berggren 
ZX80 abilities; game 

SYNC IN OUTER SPACE 

48 ZX Destroyer Fowkes 

Alien attack in a fast action Basic and MC game 

60 Galaxy Invaders Gervals 

Reflex challenge from outer space 

61 Micro Invaders Smith 

Small aliens; small ships 

62 Comet Crusher Dawson 

Smash a fragment; save a city 

63 Crossing the Asteroid Belt Hampson 

Dodge the asteroids 

72 Alien Treasure Chandler 

Gather before the alien monster gets you 

REVIEWS 

£.0 Understanding Your ZX81 ROM Keeney 

Book review 

30 Sinclair ZX Spectrum Tebbutt 

Hardware review 



Staff 



Managing Editor 
Contributing Editor 
U.K. Correspondent 
Secretary 
Art Director 
Assistant Art Director 
Typesetters 

Financial Coordinator 
Personnel and Finance 
Circulation 

Advertising Sales Manager 



(V<f WBt o 



Paul Grosjean 

David Ornstein 

Martin Wren-Hilton 

Elizabeth Magin 

Susan Gendzwil 

Diana Negri Rudio 

Karen Brown 

Renea Cole 

William L. Baumann 

Patricia Kennelly 

Francis Miskovlch 

Carol Vita 

Jim Beioff 



Volume 2, Number 4 

SYNC (USPS: 585-490: ISSN: 0279-5701) is published bi- 
monthly by Ahl Computing, Inc., a subsidiary of Ziff-Davis Pub- 
lishing Company. David Ahl, President; Elizabeth B. Staples, Vice 
President; Selwyn Taubman, Treasurer; Bertram A. Abrams, Sec- 
retary. 39 East Hanover Avenue, Morris Plains, NJ 07950. Second 
class postage paid at New York, NY 10001 and at additional mail- 
ing offices. 

Subscription rates: USA: One year (6 issues), $16; Two years (12 
issues), $30; Three years (18 issues), $42. Canada: $3 per year 
additional. Other foreign: $5 per year additional. 

For SYNC advertising information, contact Jim Beioff. S YNC Advertis- 
ing Sales Manager, Ziff-Davis Publishing Company. One Park Ave.. New 
York, NY 10016 (phone 212/725-4216). 

Al! other correspondence should be addressed to: SYNC, 39 E. Hanover 
Ave., Morris Plains, NJ 07950. In U.K.. SYNC, 27 Andrew Close, Stoke 
Golding. Nuneaton CV136EL. 

Postmaster: Send address changes to SYNC. PO Box 789-M. Morristown. 
f%0. 



fill 



Photos from Star Trek //. The Wrath of Khan courtesy of Bruce Birmelin/Paramount Pictures. 



July/August 1982 




LSCROLL 



Dear Editor: 

For entering machine code routines like 
LSCROLL (SYNC 2:2) it is helpful to use 
the 8K ROM's string concatenation abili- 
ties. The procedure involves breaking up 
the one long string in line 10 into a series 
of shorter strings which are entered line 
by line. 

Set the lines up as follows: 

10 LET D$= "(begin entering mc num- 
bers)" 

20 LET D$=D$+"(continue entry)" 

30 LET D$=D$+ "(continue entry)" 
etc. 

Thus each new line includes all the 
preceding lines, and we end up with the 
whole string from the short strings. This 
makes it much easier to correct the 
entries since each line can be individually 
EDITed. 

Also, the following lines give several 
advantages in SAVEing: 

1 GOTO 3 

2 SAVE "name of program" 

You now do not have to type in SAVE 
every time when you want to make sev- 
eral SAVEs. Simply type in GOTO 2. 
The program will SAVE itself, then RUN 
itself. If you want to make more than one 
SAVE, you must change the last character 
of the name of the program to normal 
video from inverse (for some reason, the 
system does that). 

The real advantage comes when 
LOADing because the program will now 
start itself! 

I have two other hints. DATA state- 
ments could be simulated using strings; 
the 8K's VAL function could be used to 
remove VALues. It usually makes enter- 
ing MC easier to show a zero as with a / 
through it. 



Erik Sawyer 
1213 Patriot Dr. 
Siideil, LA 70458 



Dear Editor: 

Douglass Sharp's LSCROLL program 
(SYNC 2:2) is a very useful expansion of 
the ZXSTs graphics capabilities. As writ- 
ten it requires the 16K RAM, but a few 
modifications allow LSCROLL to perform 
its magic with the 2K RAM since it 



occupies only 172 bytes. (The numbers 
correspond to the steps in the original 
article.) 

1) Rather than have D$ take up val- 
uable space within the LSCROLL pro- 
gram, enter DS first without a line number 
as follows: 



LET D*= "3AFE47FE16DA61473E0 n 

LET D*=D*+" 032FE473AFF47D600CA7147FE15D2714' 
LET D*=DS+" 7C376473E1632FF47F53AFF4747F13AF' 
LET D*=D$+" E4780FE16DA954726002E163AFE474F0* 
LET D*=D*+" 600ED427D32FF47ED5B0C400EFFF53AF ' 
LET D*=D*+" E476FF 1 26000600 1AFE76CAAF4713C3 A' 
LET D*=D*+" 5470CA7E5ED42E1CABC4713C3A547060 ' 
LET D*=D*+ " 0F53AFF474FF 1 C5D5E 1 237EFE76C2C74 ' 
LET D*=D*+" 7E5A7ED522B7D4DD600E1C2E047E5D1C ' 
LET D*=D*+ n 3F5473DC2E84713C3F14706000B13D5E , 
LET D$=D*+ U 123EDB03E001213C10B79D600C2C447C ' 
LET D*=D*+" 90000" 



These lines have the same length as 
those in Figure 1 in LSCROLL, but the 
entries have been changed to conform to 
the addresses appropriate to the 2K RAM. 
Furthermore, the arrangement makes 
checking the entries easier. 

Enter lines 4 and 20-80 as in Figure 1 
but change the address in line 50 to 18259. 
Then add: 

10CLS 

90 STOP 

100 SAVE "LSCROLL" 

1 10 PRINT "GOTO 4 (TO RUN)" 

2) SAVE by entering GOTO 100 
(NEVER use RUN with this program for 
it will erase D$). 

3) Enter NEW. 

4) Enter POKE 16388,84 and POKE 
16389,71. Enter NEW. 

5) LOAD "LSCROLL" and then enter 



GOTO 4 (as the screen reminder indi- 
cates). In a few seconds the number 21093 
will appear. If it does not, check for an 
error in D$. 

To execute, use RAND USR 18260. To 
change the values of XX, YY, and CC 
(Figure 3), POKE the appropriate values 
into 18430, 18431, and 18418 respec- 
tively. 

Figure 5 should be corrected as fol- 
lows: 

7F66 with 32614, not 32615 
7F95, not 7FA5, with 32661 
7FB4, not 7FC4, with 32692 
7FE5 with 32741, not 32740 

Harold Miller 
Mountainview 
Route 3 
Clarkesville, GA 30523 



SYNC Magazine 



Software Breakthrough! 



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Flag Use 

Dear Editor: 

I just saw a copy of SYNC 2:1 with 
Philip Gervais's tip on flag use: 

100LETA = ABS(A-1) 
A simpler and shorter statement to do the 
same thing is 

100LETA=1-A 
Keep up the good work; I enjoy the 
magazine. 

David Schultz 

Total Information Services, Inc. 

PO Box 921 

Los Alamos, NM 87544 

Dear Editor: 
An easier way to change a flag is 
LET A = NOT A 
This is also 10 bytes shorter, 

Tim Goldingham 
11 Furze Piatt Rd. 
Maidenhead SL6 7ND 
United Kingdom 



Key and Token 
Expressions 

Dear Editor: 

As Richard W. McDaniel points out 
(SYNC 1:6), the use of key and token 
expressions in PRINT and REM state- 
ments can save typing time and memory. 
There is, however, another way to insert 
these into a program which is sometimes 
easier. 

Entering THEN gets the ZX80 and 
ZX81 into condition to accept keystrokes 
as tokens. Suppose that you want to 
define A$ as "STOP SEEING YOUR 
NAME IN PRINT FOR THE NEW 
YEAR". You would key it in as follows: 

10 LET A$ = 'THEN STOP (delete 
THEN) SEEING YOUR NAME IN 
THEN PRINT (delete THEN) THEN 
FOR (delete THEN) THE THEN NEW 
(delete THEN) YEAR" 

This is easier than it looks. The 
"DELETE THEN" procedure uses only 
three keystrokes: backspace (shifted 5), 
delete (shifted 0) and forward space 
(shifted 8). 

Basil Wentworth 
1413EIlistonDr. 
Bloomington, IN 47401 



Hams and the ZX81 

Dear Editor: 

I am a delighted ZX81 owner. I am 
also an amateur radio operator (ham). 

Rather than trying to communicate 
with other ZX81 owners by newsletters. I 
would be interested in comparing notes 
more directly: I propose to organize a 
ZX81 network on radio. This would entail 
deciding on the frequency, day of the 
week, and time of day. After this we 
would conduct our regular communica- 
tions on a conversational basis. 

Other combination radio amateur oper- 
ators and ZX81 users are asked to contact 
me so that we can get organized soon. 
And, if you have a "ham" on the SYNC 
staff, it would be wonderful if he would 
meet with us on the air to field some of 
the questions which are sure to arise! 

Dean Sturm. K8CYW 
1823 Enslow Blvd. 
Huntington, WV 25701 

Ed. — We do not have a "/iam" on our 
staff, but we have heard from some 
operators interested in combining these 
two interests. One ZX81 Ham network is 
already organized and publishes a news- 
letter QZX (contact Martin Irons, K2MI, 
46 Magic Circle Dr., Goshen, NY 10924, 
for details). We would appreciate hearing 
of any others. 



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INVENTORY (1) 

May be used for everything Irom keeping an accurate inventory for your business 

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Holds up to 1 50 items with comments for each 

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SYNC Magazine 



For the first time— 
AVAILABLE 

IN THE USA! 

4 NEW Handbooks for 

your Sinclair ZX-81 or 

Timex-Sinclair 1000!! 




************ 



******************* 

MASTERING MACHINE CODE 
ON YOUR ZX-81 

by Toni Baker 

Until this comprehensive, veteasv-to-understand, handbook, there 
was virtually no material available about the ZX machine code. 
Using this guide you'll learn the ins and outs of ZX machine code 
translation. Discover the secrets of the ZX-81 , and even see how to 
adapt the code to the ZX-80 machine. When you understand the 
language translations between BASIC and the ZX machine code, 
you'll enjoy the workings of your computer to the utmost! 

49 EXPLODING GAMES FOR THE ZX-81 

Edited by Time Hartnell 

Galactic Intruders. Breakout, Checkers, Death Maze, Star Trek, 
Smugglers Mold, and forty-three other favorites are all here, newly 
adapted especially for you and your new ZX-8 1 personal computer. 
This fascinating gamebook gives vou programming instructions for 
all 49 marvelous games PLUS complete and easy-to-understand 
game rules. This wonderfully exciting hardcover playbook can be 
yours, order below. 



****** 



* * * * 



MAKING THE MOST OF YOUR ZX-81 

by Tim Hartnell 

All new for you and your new ZX-8 1 . this handbook focuses on the 
additional features of the ZX-81 . You'll have new games and use- 
ful learning tricks, and you'll also see how to write programs that 
really work It will guide you through start to finish, using each 
feature and function of your new ZX-81 persona! home computer. 

THE ZX-81 POCKETBOOK 

by Trevor Toms 

This handv new programming manual really gets you into ZX-81 
functions. Don't just type someone else"s programs . . .now you can 
create your ou n and understand why they work. It's fun to learn all 
about computing with the ZX-81 POCKET BOOK as a guide. 
You'll lee what your new ZX-81 can do, and what extras will make 
it abletodoeven more . . , see how to use ZX-81 BASIC in the best 
ways . learn to avoid frustration and retvping with program and 
data file storage and retrieval techniques— and for ZX-80 owners, 
you'll learn how to convert your ZX-80 to the advanced ZX-81 
capabilities. And there's so much more! This road map to the ZX- 
81 can be yours it's worth every penny' 



Using these books you'll be amazed at how fast you'll become a ZX-81 wizard. Of course, if you don't find the books helpful and inter- 
esting return them within 15 days for a full refund, and owe nothing. 

RESTON PUBLISHING COMPANY c/o 

Mail to: PRENTICE-HALL INC., Book Distribution Center 

Route 59 at Brook Hill Drive, West Nyack, New York 10995 
Please send me my 15-day trial copies of the following titles: 

MASTERING MACHINECODE ON YOURZX-81, by Toni Baker, (R4262 3), $18 95 

49 EXPLOSIVE GAMES FOR THE ZX 81, by Tim Hartnell, (R2087-6), $16.95 

MAKING THE MOST OF YOUR ZX-81, by Tim Hartnell, (R4189-8). $16.95 

THE ZX-81 POCKET BOOK, by Trevor Toms, (R9525-8), $16.95 



Name 

Address- 
City 



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Zip- 



WS4* 



Now you can charge your orders! Just fill in the information below: 
VISA □ □ MASTERCHARGE 



account #. 
signature- 



expiration date- 



Save! If check or money order, plus your states sales tax. accompanies your order, publisher pays all postage and handling charges Same money back guarantee applies 
Dept V V-0852-W7-(3) 



ZX80 ROMs 

Dear Editor: 

In Michael Rubesch's "4K/8K ROMs 
in One ZX80" (SYNC 2:2) the reference 
to "pin 28" of the modules rather than to 
"pin 28" of the IC socket was a bit 
confusing. Later PC boards do have a 28- 
pin socket for the ROM while the ROMs 
have only 24 pins. Also I have found that 
the earlier ZX80 boards have only 24-pin 
sockets if they have sockets at all. The 
power pin then is pin 24 of the ROM 
module which must be inserted at pin 28 
of the later sockets. 

Robert D. Hartung 
POBox 125 
Palmyra, NY 14522 

Hardware Suggestion 

Dear Editor: 

In this avalanche of new hardware for 
the ZX81 I wonder how many manufact- 
urers realize that many of us bought the 
ZX81 because it is small. I can put it and 
my equally small cassette recorder into a 
thin slipcase and use it anywhere a TV is 
available. No other low or medium priced 



machine offers that degree of portability. 
Every manufacturer of hardware for the 
ZX81 should keep this in mind and should 
include the size of the product in ads. I 
favor stuffing as much memory and other 
extensions inside the case as possible. 

Harold Miller 

Mountainview 

Rt. 3 

Clarkesville, GA 30523 



Inventory 



Dear Editor: 

The Inventory program {SYNC 1:6) 
was both enjoyable and useful. Here is an 
improvement to SAVE the program (and 
variables) as directed by the prompt in 
line 2018: 

Change line 2020 to: 

2020 IF S$-C THEN SAVE 
"INVENTORY" 

Add: 

2019 INPUT S$ 

2021 STOP 

Thanks for a great magazine! 

TSGT Chuck Taylor 

Diyarbakir 

Turkey Si 




Brute Birmelin/Paramounl Pictures. 



add memory that won't forget! ! 
EXTEND YOUR ZX81 SYSTEM 

d Modify the Sinclair firmware 

d Add your own system utilities 

n Install permanent machine language 
subroutines 

□ Up to 8K nonvolatile memory 

□ Use 6116 RAM or 2716/2732 EPROM's 
d Compatible with 16K RAM packs 

COMPLETE KIT: 

Plated-through, masked, § silkscreened 
pc board; all components, sockets, and 
connectors; supplied with a 2K 6116P-3 
CMOS RAM (board will accept up to 8K) . 
Bare board $15 post paid. Check/money 
order (MI residents add 4%) to: 

HUNTER 1630 Forest Hills Dr. Okemos 

<tAi kQC Michigan 48864 . — . 

$214— Pleas e include $1:95 tf) 

^™^^ Shipping § handling ^-^ 



OMNI TEMPLATE 

FOR IX -80 and IX -81 

WHA T IS OMNI TEMPLA TE? 

It is a template program for generating other programs. 
While developing programs, our staff needed a collec- 
tion of general utilities to avoid the burden of repeating 
the same routines over and over. This gave birth to 
OMNI TEMPLATE. We found it so effective that we 
decided to share it with others. 

WHY SHOULD YOU HA VE IT? 

It is a great training tool. It helps you to develop a habit 
of writing professional-looking programs rather than 
rag-tag patch works. It makes programming fun. 

WHAT DO YOU GET? 

You will receive a cassette tape of OMNI TEMPLATE 
Program prerecorded and ready to use. Three addition- 
al programs: RACING, INDEX-CARDS and FIT- 
POINTS, which were developed by OMNI TEMPLATE, 
are on the tape in addition to OMNI TEMPLATE. A 
complete listing of OMNI TEMPLATE and a well- 
documented manual describing how to use OMNI 
TEMPLATE is included. 

HO W DO YOU GET OMNI TEMPLA TE? 

It is $9.50, if ordered before September I, 1982. It 
becomes $ 1 4.50 after that. Please add $ 1 .00 for shipping 
and handling. Send money order or check to: 

Omni Technology 
P.O. Box 10630 
Pittsburgh, Pa 15235 

PA resident please add 57 cents for PA sales tax. 



V 



A 



\ 






KAYDE Electronic Systems 

ZX80/1 

ZX KEYBOARD WITH 

REPEAT KEY 



Fully cased keyboard $75.90 

Uncased keyboard $55.90 

Keyboard Case... $21.90 

This is a highly professional keyboard using executive buttons as found on top quality 
computers It has a repeat key and comes complete in its own luxury case This is a 
genuine professional keyboard and should not be confused with toy keyboards currently 
available on the market 

KAYDE 16K RAM PACKS 

The 16K RAMPACK simply plugs straight into the user port at the rear of your computer It is fully 
compatible with all accessories and needs no extra power and therefore it will run quite happily on your 
Sinclair power supply It does not over-heat and will not lose memory at all As you may know, some 
makes go down to 1 1 K after being on for a while 



This 16K RAMPACK is very stable and will not wobble or cause you to lose your programme 
fully built and tested with a complete money-back Guarantee 




I comes 



KAYDE FLEXIBLE RIBBON CONNECTOR 

Stops movement of RAM PACK and other accessories t^^^W* 

(Not needed with a KAYDE RAMPACK) ^ ^S.ft) ! 

KAYDE 4K GRAPHICS BOARD ^^ 

The KAYDE Graphics Board is probably our best accessory yet It fits neatly inside you' ZX8V It 
comes complete with a pre programmed 2K Graphics ROM This will give nearly 450 extra graphics 
and with the inverse makes a total of over nine hundred 

The KAYDE Graphics Board has facilities for either 2K of RAM (for user definable graphics). 4K of ROM 
or our 4K Tool Kil Chips that will be available shortly All the graphics are completely software 
controlled, therefore they can be written into your programmes Here are a few examples A full set of 
•pace Invaders — Puckman — Bullets, Bombs — Tanks — Laser Bases and Allen Ships. 

NO EXTRA POWER NEEDED 



KAYDE 16K GRAPHICS BOARD SOFTWARE 



PECKMAN The only true ZX version of the popular arcade game 

Centipede In alt I think this is the best presented moving graphics program I've yet seen Phil Garrett 

interlace 

SPACE INVADERS The best version available anywhere Graphics software can only be used with a graphics board 

KAYDE 16K 81 SOFTWARE 

Centipede In all I think this is the best presented moving graphics program Ive ^et seen Phil Garratt. 

Interlace 

3D/3D Labyrinth A Cubit Maze that has corridors which may go left, right, up. down Peckman (the 

latest addition in 81 games) 

WHY WAIT TO PAY MORE — 
FAST t IMMEDIATE DELIVERY 




Post to: Dept SY1 

Kayde Electronic Systems Ltd 

The Conge 

Great Yarmouth 

Norfolk NR30 1PJ ENGLAND 

Tel 0493 57867 (Dept. SY1) 

Please pay by 

International money order or certified 

cheque for immediate delivery. 



PImm und me ZX Keyboards with rtpMi key $75.90 ««ch 

Pleaeesendme 18KRAMPACKS $59.90 —cb 

Pleaee send me Flexible ribbon connectors $25.90 each 

Please send me 4K graphics boards $59.90 each 

Please send me 16K graphics boerd software $1 1 .90 aach 

Please send me NWet software $11.90 aach 

(enclose .. __ 

Name 



Address _ 



Please add $5 p&p for all hardware and $2 for ail software. Please make 
cheques payable to Kayde Electronic Systems Lid 



5L|nc rotes 



Paul Grosjean 



SYNC in Outer Space 

Space games lead the list of the games 
that SYNC receives. This we would 
expect since shoot-the-aliens games have 
become standard fare in the computer 
game field. 

Certainly the computer is ideal for 
playing such games. As we have seen in 
recent years, modern instruments of war 
depend heavily upon computer controlled 
technology. Hitting the target used to be 
the result of an almost intuitive interpre- 
tation of a host of variables which was 
then put into action by eye/muscle coor- 
dination. The most important factor in 
hitting the target seemed to be luck — 
another name for the unknown or inmea- 
sureable variables. The lack of instru- 
ments to measure and calculate led to the 
use of massive fire power in the hope that 
something would hit the target even- 
tually. 

Now, however, hitting the target is a 
matter of computation based on precise 
measurement with lasers or radar. Since 



space warfare involves speeds, distances, 
power, and logistics beyond our exper- 
ience, it is necessarily computer warfare. 

While the technology was developing 
that made space warfare possible, our 
imaginations were also being prepared. 
Science fiction writers such as E. E. 
Smith, A. E. van Vogt, and Isaac Asimov 
prepared us to think of conflict between 
humans and aliens and between humans 
and humans on a galactic scale. 

Movie features and serials provided our 
imaginations with the visual and sound 
effects, The famed radio broadcast of H. 
G. Wells's War of the Worlds in 1938 
raised conflict with the aliens high in the 
national consciousness. Finally TV put 
space into every living room. The old 
movies were shown again, the new movies 
reached larger audiences, and programs 
were developed around science fiction 
themes, most notably Star Trek. A space 
vocabulary has developed and become 
part of our daily vocabulary. 



We have the building blocks for story 
telling, and the computer has become the 
means of telling the story, but now the 
player participates in unfolding the story. 
LET A = (something) is necessary to the 
computer, but to the player LET A may 
really equal a space ship, an alien, a 
minefield, a forest, a castle, a maze — 
whatever the imagination desires. A given 
computer program can provide a host of 
stories without changing a line in it. We 
only need to change the terms we assign 
to the variables and the relationships we 
have instructed the computer to work 
out. 

In order to simulate some of the un- 
knowns of real life, we even introduce 
random numbers and elements into the 
program. SYNC receives from time to 
time games that are purely the "battle of 
the random numbers." In general, unless 
the program illustrates some significant 
programming techniques, these are 
rejected because the player's skill and 
judgment are vital parts of any satisfying 
game. If the player wins, he can claim the 
victory for his skill or ability; of course, if 
he loses, he can still blame bad luck. 

In this issue we have gathered some of 
these games into a theme section "SYNC 
in Outer Space." We are grateful to 
Paramount Pictures for providing photos 
from Star Trek II to highlight our theme. 




1**$^ FOR YOUR 
ZX-81/TIMEX1000 

''KEYBOARD BLEEPER— Provides audible feed- 
back, improves your keyboard cheaply, fits in- 
side. All simple plug-in connections. No Solder- 
ing Required. Aids faster more accurate pro- 
gramming. All normal and shifted keys bleep in 
slow and fast modes. (All 210 characters) 
$19.00 includes instructions and postage/hand- 
ling. 

'LOADING AID — Removes guesswork from ad- 
justing cassette recorder volume. Optimum level 
attained when red and green LE.D.'s flash in 
unison. Plugs-in between computer and 
recorder. 

$21.00 includes instructions and postage/hand- 
ling. 

'T-SHIRTS— Black with red lettering "Sinclair 
ZX81 ". State size required, 24" — 44". 
$7.00 includes postage/handling. 

FULCRUM PRODUCTS, DEPT. U 
HILLSIDE STEEP LANE 
FINDON, W. SUSSEX, ENGLAND 
BN14 0UF 



COSMONICS 

ZX81 HARDWARE/SOFTWARE EXTENTIONS 

CS 17 Cassette Read/Write Utilities. Allows the user to 
selectively read & write strings and arrays to a cassette, 
which can be used by the same program or a different pro- 
gram. 

CS 17 cassette $20.00 

CS 21 Software for TTL Serial Output Port. Provides cor- 
rect RS232 timing; provides Sinclair character set transla- 
tion to ASCII. 

CS21 .cassette $10.00 

*CH 21 Complete Plans for 2 IC Serial Output Port for ZX81 . 

CH 21 plans $10.00 

*CH 21 K 2 IC Serial Ouput Port Kit for ZX81 (complete 
plans and parts) 

CH21K kit $15.00 

CS 22 Software for Serial Input. Provides RS232 input tim- 
ing and provides ASCII to Sinclair character translation. 

CS22 cassette $10.00 

*CH 22 Complete Plans for ZX81 Serial Imput Port. 

CH 22 plans $5.00 

CH 24 Complete Plans for RS232<— 3> TTL Level Converter. 

CH24 plans $10.00 

CH 46 46 pin edge connector for ZX81. 

CH 46 connector $ 8.00 

All cassette software listed here requires a minimum 

of 2K RAM 

'Note: Any modification made on the ZX81 may 

invalidate the Sinclair warranty. 

Please add $1.50 postage and handling with each 

order. 

California residents add 6% sales tax. 

COSMONICS, Box 10358, San Jose, CA. 95157 



10 



SYNC Magazine 



WANT TO FIX YOUR SINCLAIR? ADD MORE MEMORY? ADD A BUSS? WE GOT YOUR PARTS. 

We carry all the parts you need to repair your Sinclair with the exception of the Sinclair Logic Unit, the ROM, 
and the Printed Circuit Board. In addition we carry OK. WELLER. and XCELITE tools. HAMMOND, and PAC TEC 
cases and VECTOR breadboarding and prototyping supplies. We stock resistors, capacitors, integrated circuits, 
descrete solid state devices, switches, sockets, connectors etc. etc. Below is a very small sampling of our products. 
If you see what you need give us a call, if you don't write for our free catalog. 



INTEGRATED CIRCUITS 
VOLTAGE REGULATORS 



-4* 



POSITIVL 
7805 +5V 
7812 +12 
7 815 +15 
7824 4 24 



NEGATIVL 
7905 SV 
791 2 12 
7915 1 *> 

1.25 1. 1. 



HEAT SINK 25« 



LM323K 

3AMP 

HEAT SI NK 75« 



5VOLT 
3.95 



C.P.U. & SUPPORT 

Z80A CPU 9.45 

Z80A PIO 7.65 

Z80A CTC 7.65 

Z80A DMA 19. 9 5 

Z80A SIO/2 23.95 

MEMORY 

2114 1KX4 STATIC 4.00 3/28.00 
4118 1KX8 STATIC 8.25 8/58.00 
6116 2KX8 STATIC 14.95 8/125.00 
4116 16KX1DY IMAM 3 50 8/24 00 
2716 2KX8 EPROM 12 00 8/84 00 
2732 4KX8 EPROM 19.95 8/135 00 

TTL 

PARTIAL LISTING 

7400 24 74LS00 25 

7403 .24 74LS03 25 

7409.... .28 74LS09, 30 

7490 .35 74LS90 45 

74148... .75 74LS1 38... .70 

74154.. 1.25 74LS154.. 1.7 5 

74190... 75 74LS1 90... .85 

74LS244 1.00 74LS245.. 1.7 5 

CMOS 

PARTIAL LISTING 

74C00 40 4001 30 

74C02 A .0 401! 3C 

74C30 .40 4016.... 60 

74C90.... 1.35 4020... 1.20 

74C1 54.. 4.25 407 1 30 

74C240.. 2.35 4511... 1.15 

74C244.. 2.35 4553... 3.95 

LINEAR 

MC3401 QUAD OP AMP 50 

MC1555 TIMER _ .45 

BI-FET OP-AMPS LOW NOISE 

SINGLE TL081... .75 TL071 .. .90 

DUAL TL082. 1.25 TL072.. 1.50 
QUAD TL084.. 2.25 TL074. 2 50 



FULL-SIZE KEYBOARD 

INCREASE YOUR COMPUTING 
TIME BY DECREASING TYPING TIME 
ADD A FULL-SIZE KEYBOARD TO YOUR 
ZX 80/81 OR MICROAGE. YOUR FINGERS 
WILL LOVE YOU FOR IT. 




GOLD CONTACTS 

WIRE WRAP OR 

SOLDER TAIL 

5/50 



OUR KEYBOARD HAS 62 KEYS SO YOU CAN 
ADD LOTS OF EXTRA FUNCTIONS. WE WILL 
EVEN SEND YOU PLANS ON HOW TO ADD 
SUCH USEFUL THINGS AS AUTOMATIC SHIFT 
ON CERTAIN FUNCTIONS. AUTOMATIC REPEAT 
AND RESET. EACH KEY HAS GOLD CONTACTS 
AND IS FIRMLY MOUNTED TO A BLACK METAL 
PLATE WHICH MEASURES 15-1/2" BY 4' AND 
DOUBLES AS AN ATTRACTIVE FACE PLATE. 
BEST OF ALL YOU CAN GET YOURS IN KIT 
FORM, COMPLETE WITH INSTRUCTIONS. OR 
WIRED AND READY TO GO EITHER WAY WE 
WILL INCLUDE THE EXSFANSION PLANS. 

KEYBOARD KIT 34.95 WIRED & TESTED .49.9 5 



YOUR 
ULTIMATE POWER SUPPLY 

WHY WASTE TIME BUILDING NEW POWER 
SUPPLIES WHEN YOU WANT TO EXPAND? 
BUY AN ULTIMATE SUPPLY AND SPEND 
ALL YOUR TIME ON PROJECTS NOT P.S. 

MULT1 VOLTAGE 
FOR DYNAMIC RAMS ETC. 
INPUT _ 1 20 - 220 VAC 

OUTPUTS +5VDC--5AMP 

+ 1 2VDC =1 AMP 
- 1 2VDC-1 AMP 
1 2VAC-! /2 A. 

SJ/4X/-1/2X4 H MOD CPS-59 50.00 

PARTS & PLANS TO CONVERT 12VAC TO 

+ 24 FOR EPROM PROGRAMING ADD. -5. 00 



SINGLE VOLTAGE 
FOR CMOS & TTL LOVERS 
INPUT 120- 220 VAC 

OUTPUT +5VDC -9AMP 

DIM. 91 /2 X 5 X 5 

MOD CPS-169. 50.00 

ALSO AVAILABLE 
5VDC-3AMP MOD SPS 30-5... 24. 95 
5.8VDC-1 .2AMP MOD SPS 1-5 5.95 





1 20 IN 
12 IN 



SINCLAIR 
CONNECTOR 



R. F. 
MODULATOR 



USA VHf- 5.9 5 







DATA 

CASSETTES 

1 

10 for 15 
M*d4 ''). Daiapo.ni 
by Mated 

high strength sheii 



• 



JOYSTICK 

4 1QK Linear pots 

1 V2 metal handle 

2 V8 square 

S5.95 




SOLDER 

KESTER 60 40 

Rosin core 020 dia 

1 Pound Roll 



IC SOCKETS 



»PI N 


SOL 


WW 


8 


.20 


.65 


1 4 


.25 


.70 


1 6 


.30 


.75 


1 8 


.36 


.95 


20 


.40 


'.10 


22 


.45 


1 .20 


24 


.50 


1.25 


28 


S5 


1.70 


40 


.75 


1.95 



SOLDERING IRONS 



WFI I FR 

WP25 120V 25W 17.03 

WP40 120V 40W 20.93 

PENCIL THIN IRON (NOT SHOWN) 

WM 1 20 1 20V 1 2W 1 9.47 



SOLDERING TOOL STAND 



STAND WITH SPONGE, 
BASE & RECEPTACLE. 



FITS WP-25 WP 40 W-60 
MOD PH-60 10.14 



FITS WM-1 20 
MOD PHM-120. 



WIRE WRAP WIRE 

K Y N A R #30 WIRE WRAPWIRE 

PRECUT TO LENGTH THEN |" 
STRIPPED FROM EACH END. 

WE GOT IT IN RED, YELLOW, 
BLUE, BLACK. WHITE & GREEN 



LENGTH 100/BAG 


1 000/BAG 


3.0" 1.45 


7.50 


3.5" 1 s* 


S.25 


4.0" 1.65 


9.00 


4.5" 1.75 


9.75 


5.0" 1.85 


1 0.25 


ADD'L 0.5" UP TO A 


TOTAL 


OF 1 0.0" .1 


.75 


#30 BY THE SPOOL 




100' ...3.95 500' 


..1 1 .95 


1000" ,.,19. 


95 



HOBBY WRAP TOOL 

AUTO-INDEX — |j* Wk\ 

ANTI-OVERWRAP 

MODIFIED WRAP 

TOOL WITH BIT 
BW26 30B 27.9 5 



^ 



HAND WRAP TOOL 



WRAPS AND UNWRAPS 
BUI LTIN#30 WIRE STRIPPER 



WSU3 0...JREGULA.R .7.2 5 

WSU30M MODIFIED ...8 25 



DESOLDERING PUMP 



EASY ONE HAND OPERATION 

ALL METAL CONSTRUCTION 

REPLACEABLE TEFLON TIP 

REGULATED SUCTION 

DSP' 1 1 85 



VACUUM VISE 



& 



VACUUM BASED 
LIGHT DUTY VISE 
1-1 /2" WIDE JAWS 
1-1 /4" TRAVEL 

VV1 4.1 5 



INSERTION/ 
EXTRACTION TOOLS 



i 



INS14I6 INSERT TOOL 4.35 
MOS SAFE INSERT TOOLS 

MOS1416 14-16 PIN 9.95 

MOS2428 24-28 PIN 9.95 

MOS40 36-40 PIN.... 10.95 

EXTRACTION TOOLS 

EX1 14-16 PIN I .49 

EX2 24-40 PIN 9 95 

WK7 COMPLETE KIT ...3 7.9 5 



CLIP AND STRIP 



» 



CUT AND STRIP#30 
WIRE IN ONE OPERA- 
TION. TAKES A LOT 
OF THE WORK OUT 
OF WIRE WRAPPING. 
CAS1 30 2.29 



TERMS 

Check, money order, VISA, or 
Master charge. Add $3,00 for 
shipping and handling. Texas 
residents add 5% state sales tax. 
Foreign orders add $10,00 lor 
shipping. U.S. tunds only. 
Limitea quanities on some items. 



ALTEX ELECTRONICS 

618 W. Sunset 
San Antonio, Texas 
78216 

1-512-828-0503 




tru tni! 



"Try This" features short programs to 
show off your computer, impress your 
family and friends, and tickle your imagi- 
nation when SYNC arrives at your place. 
Send your contributions to: Try This, 
SYNC, 39 E. Hanover Ave., Morris Plains, 
NJ 07950. 

4K ROM 

Type in the following program. Then 
RUN and NEWLINE. Type in any char- 
acter or symbol when the quotation marks 
appear and hit NEWLINE again. Observe 
the results. Repeat until you get back to 
program. Note the program. 
Our thanks to: 
Ken Berggren 
104 Ridgeway Ave. 
Louisville, KY 40207. 



5 PRINT 1 

10 POKE 1B4-2' 

15 DIM ftfSJ 

20 LET B=1£Q 

25 INPUT C$ 

30 GOTO S 



SK ROM 

Type in the following program. Then 
hit RUN and ENTER. Observe the results. 
If you like, you can substitute other 
characters in the print statements in Lines 
20 and 50. 
Our thanks to: 
Ross A. Rainwater 
305 Regal Drive 
Lawrenceville, GA 30245 



'***' 



'•***■ 



I® FOR X=10 TO IS 

15 SCROLL 

20 PRINT T^B IX> J ' 

30 NEXT X 

4-0 FOR X = 1S TO 10 STEP 

4-5 SCROLL 

50 PRINT TftB (X) , ' 

60 NEXT X 

70 GOTO 10 

5 PRINT 1 

1® POKE ^16427) ,1 

15 DIM RfSO 

a© LET B=1SS 

25 INPUT C$ 

30 GOTO 5 




Bruce Birmelin/Paramount Pictures. 




SEEK OUT AND 

CAPTURE THE 

LANGUAGE OF MAN! 



Battlefield: 


a 24x32 grid 


Opponents: 


up to 26 characters of the 
alphabet 


Weapons: 


your mind and the invincible 




cursor 


Strategy: 


to render your opponents 



powerless by capturing them 
with the cursor. Caution! To 
recross your path is to abort 
the mission! 



Also available: 



Life, a simulation of biological 
systems, with a high speed 
48x64 graphic palette. 



Both well-documented games are written in 
machine language for the ZX81 with 16K. 
$9.95 each. Order by phone or mail. Watch for 
exciting new developments coming soon from 

NON TRIVIAL SOLUTIONS 





Quantity 


Price 


Total 


LETTER 
RAIDERS 








LIFE 









□ Check enclosed. Charge my □ Mastercard □ Visa 

Card No. Exp. Date 

Signature _ 



MS TRIVIAL HUITUIR 



P.O. Box 2941 
Amarillo, Texas 79105 
806/376-5723 



12 



SYNC Magazine 



SOFTSYIMC, 

TS 1000 & ZX81 SOFTWARE! 

HANG 
MAN 



f/Vi 




Remember wher, you played Hangman as a child? We've created a learning tool for you! 
and your children which contains 7 versions of Hangman on the ZX81 

Your child can play against the computer's 5 pre-recorded libraries of categorized words, 
(each word up to 1 7 letters) Animals, Science, Countries of the World. States of America, and 
Fruits and Vegetables, 

As a special feature during the game, each program will pick a word from its own library,' 
then compare it with the last 50 words played so you will not get repeat words for at leastan 
hour of play. Also the computer keeps a running account of how many words you get right 
and wrong. 

In the 6th version, you or your child may also play against an opponent The computer 
requests players names, keeps score and generates the Hangman graphics. 

The seventh option allows you to create and save your own versions with up to 500 words 
each. This is ideal for parents to create special spelling drills for their children. 

Hangman is a great spelling and vocabulary tool for youngsters 6-12 years old, although 
its the kind of game adults have been known to indulge in too 



16K $14.95 

SUPERMAZE 

SUPERMAZE is a three-dimensional maze program with 
extraordinary full screen graphics that challenges you to 
work your way through a complex labyrinth of corridors 
Enter SUPERMAZE at your own risk and carefully choosethe 
right combinations of passageways to reach the end in the 
fewest possible moves 

This graphically illustrated adventure game is full of 
hazards to impair your ability to get through it. For example as 
you wander through the endless corridors, you have to be 
careful because there are hidden trap doors you can fall 
through, finding yourself in another part of the maze 

But SUPERMAZE also features some helpful devices to aid 
your journey You can have a compass to guide you or stones 
to drop along the way to let you know if you have already 
passed through a section of the maze 

Written with many machine code subroutines, 
SUPERMAZE allows you to choose from ten mazes of 
increasing difficulty In addition you can create and store 
mazes of your own design 

At the beginning of the program, you are given a choice of 
options to play including: 

• A map option to see where you've been but not where 
you are going 

• An option to find and take with you gold bars in the maze 
This helps you to develop skill in maneuvering 

• Stones to drop along the way 

• Optional randomly placed trap doors 

• The compass to guide you 



16K $14.95 



ROAD TO RICHES 

People have always said, "If only I had some money to play 
with, I could turn it into a fortune I could be rich'" Well this is 
your dream come true -- an opportunity to show your 
prowess at making wise investments because you have just 
been given a million dollars -- to play with' 

Can you turn it into ten million 9 Or will you lose it all on a 
nsky investment? It's up to you 

ROAD TO RICHES is an entertaining and educational 
computer game in which up to four players are given 
opportunities to invest in business ventures in an attempt to 
increase their assets 

The program simulates a fast-moving world of investment 
in which you are confronted with all kinds of investments 
ranging from conservative real estate opportunities to highly 
risky Broadway shows 

The program carefully weighs the risk of each investment 
and your chances for winning or losing Like real life, low risk 
usually means (but not always) low yield while high risk can 
mean hitting the jackpot or financial disaster 

Some investments give you more working capital while 
others give you equity with annual returns 

Pit yourself against a wheeler-dealer and see if. over a 
period of seven years, you can come out on top ROAD TO 
RICHES is fun and informative, realistically portraying the risk 
and skill of high finance 

*16K $14.95 





PLUS MANY MORE ZX81 PROGRAMS) 

WRITE FOR FREE CATALOG 



Please send me: 

copies of HANGMAN® $14.95 ea 

copies of SUPERMAZE® $14.95 ea 

copies of ROAD TO RICHES 

@ $14.95 ea charge to 

Please indicate method of payment — O VISA/ Bankamen card 
O Check, money order (no cath please) D Mastercharge 
No Exp date 



Signature . 



Add $1.50 shipping and handling. 
New York residents add sales tax. 



SEND CHECK OR MONEY ORDER TO: 

SOFTSYIMC, U\IC 

PQBgk48Q Murray Hill Station, r^ew^rtxk, NY 10156 (212)685-2080 

NAME 

ADDRESS 

CITY 

STATE/ZIP 



8K ROM; IK RAM 



just Far pun 



Generally SYNC prefers articles in some 
depth to help you get more out of your 
computer. However, we receive many 
short programs that illustrate a point, 
demonstrate a technique, or show some- 
thing the reader has found interesting. 
"Just for Fun" shares these programs with 
you. If you learn something, great. If you 
have some fun, great. If you have some 
that you want to share, send them to: Just 
for Fun, SYNC, 39 E. Hanover Ave. 
Morris Plains, NJ 07930. 



Graphics Loop I 

Bernard Bush 

One technique for squeezing more into 
the limited memory iri the basic ZXM1 is 
to use a loop. The following program 
illustrates the method applied to create a 
continually changing graphics display. Enter 
the program. Then be sure you are in 
SLOW mode. Hit RUN and ENTER and 
enjoy the show. 




10 


REM GRAPHICS LOOP 


20 


LET fl=INT 


(RND*10) +1 


30 


LET B=INT 


(RNJ>*10) -el 


4-0 


LET e=INT 


(RND*10> +1 


50 


LET D = INT 


(RND*10) +1 


50 


LET E = INT 


(RNP*10) +1 


70 


PRINT 




80 


PRINT 




90 


PRINT 




100 


PRINT 




• 10 


FOR J = l TO 


58 


120 


PRINT CHR* 


R; 


130 


PRINT CHR$ 


B, 


140 


PRINT CHR* 


C; 


150 


PRINT CHR* 


D, 


160 


PRINT CHR* 


E. 


170 


NEXT U 




180 


UNPLOT U,U 


-18 


19© 


GOTO 10 




200 


REM STOP WITH BRERK 


Bernard Bush. Rt. 2. Mansfield, MO 6S704. 


14 







Graphics Loop II 

James Grosjean 

The same screen display developed in 
"Graphics Loop I" can be achieved by 
the following program which establishes 
the loop through a technique suggested 
by Ken Berggren in his "Handling Strings 
from another DIMension'm this issue. 



18 FOR 1=1 TO 5 

20 LET R=RND*9+1 

30 POKE 16537.38+1 

4-0 NEXT I 

50 POKE 16537.36 

60 PRINT RT 6 . 

70 FOR J = l TO" 58 

80 PRINT CHR* PI, CHR* B;CHR* C. 

CHR* D. CHR* E; 

90 NEXT J 

" 00 RUN 



James Grosjean. 50 Kings Rd., Chatham, NJ 07928. 



Draw It 

Robert S. Boynton 

Many drawing programs require you to 
encode a picture and then display it. but 
this short program allows you to draw 
and edit a detailed picture even in IK. 
Enter the program, be sure you are in 
SLOW mode, and press RUN and NEW- 
LINE. A black pixel will be displayed at 
center screen. You can move the pixel by 
using the arrow keys (no need to shift). If 
you make a mistake or you want to move 
without leaving a mark, press RUBOUT 
and the pixel will flash. You can now 
move it to a new location or backwards 
to erase. Press RUBOUT again to return 
to plotting. You can also put any keyboard 
character into your picture by pressing 
the EDIT key I no shift), and insert the 
character you want in the quotation marks. 
Press NEWLINE and the character will 



appear at the pixel location. The RUBOUT 
feature works on the printed characters. 
Do not go beyond the normal machine 
plotting area or error B will result. If you 
do not want to use the characters, you 
can omit lines 1 10 and 130 to 150. 



20 
30 
4-0 
50 
60 

70 

6© 

90 



LET Z=0 
LET X=32 
LET Y=22 
PLOT X , 



IF 



1 
1 
1 

1 
100 

T 2 
110 



120 
130 
140 
150 



HEN UNPLOT X.Y 

THEN LET 



IF INKEY*= 5 
IF INKEY*="S 
IF INKEY*-"& 
IF INKEY*s"7 
IF INKEY*= "0 
INKEV»="1 



IF 



=X- 
=X + 
:Y- 
=Y + 
•HO 

THEN GOSUB 13 



THEN LET 

THEN LET 

THEN LET 

THEN LET 



GOTO 4-0 

INPUT R* 
PRINT H* 
RETURN 



Robert S. Boynton. 189 David Humphreys Rd.. Derby. CT 06418. 



SYNC Magazine 



BYTE-BACK m 



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CHECKS 



Mail To BYTE-BACK CO. • Rt. 3. Box 147 • Brodie Rd. • Lee»ville, S.C. 29070 




8KROM 




David B. Ornstein 



The ZX81 Parser (Part 2) 

In the last issue I began a discussion of 
the ZX8Ts parser which is a complex and 
tricky combination of software tech- 
niques. In this issue I will continue the 
discussion by detailing the main parser 
routines. 

Syntax Checking vs. Execution 

When you enter a line into the ZX81, 
the parser is called twice to evaluate it. 
The first time is when you hit ENTER 
after you have just typed a line into the 
system, This call instructs the parser to 
check the syntactic correctness of the 
line entered. If the line is in error, an S 
cursor is placed in the line at the appro- 
priate position. The parser then returns 
to the keyboard routine to permit the 
user to correct his error. The process by 
which any syntax error is shown to the 
user is simple: an RST 8 instruction is 
executed. This instruction is followed by 
a byte which specifies the "REPORT 
NUMBER". The RST 8 begins execution 
by loading X-PTR with the value of CH- 
ADD, the system's interpreter pointer (see 
the ZX81 BASIC Programming Manual, 
chapter 28). 

If there are no syntax errors, the parser 
returns, and the line is converted into its 
internal representation which is shown in 
Figure 1. 

At this point, one of two actions will 
occur. If a line number was specified, the 
internal representation will be stored in 
the program area. Note that, if the text of 
the line is null (i.e., there is no text after 
the line number), and if a line number 
was given, the old version of the line, if 
any exists, will be deleted. If no line 
number was given, the parser will be 



called again. This time, however, it will 
execute the line. 

Clearly, some method must exist to tell 
the parser whether it should check-syntax 
or execute the line passed to it. A bit (bit 
7) in the FLAGS system variable is allo- 
cated for this use. If the parser is to 
execute the line, the bit will be set. 
Otherwise (i.e., syntax-check only), it will 
be reset. Thus the designation EXEC/ 
SYNTAX. A routine SYNTAX-Z (0DA6) 
is used to check this bit. This routine will 
return Z true if just-checking is specified. 
It returns Z false (i.e., NZ) if execution is 
to occur. 

To clarify the use of this flag, let me 
give an example. Suppose the parser is 
passed the following line: 

PLOT 5,10 A 
The code that will be executed is chosen 
by the parser. This process is detailed in 
"The Parser Body" below. 



It must be made clear that the process 
of fetching arguments and checking 
syntax cannot be thought of as disjointed. 
In the case of the PLOT command, as is 
the case with almost all other commands 
which take arguments, all arguments are 
passed to Section B on the "calculator 
stack." (See "Understanding Floating 
Point Arithmetic: The CALCULATOR 
Language," by Ian Logan, SYNC 2:2.) As 
we will see in the next section, the rou- 
tines used to fetch arguments check 
syntax, implicitly, as they move CH-ADD 
through the line — or rather the routines 
used to check syntax and fetch arguments, 
implicitly, as they move CH-ADD through 
the line. 

The Parser Body 

The ZXHTs parser is table-driven. This 
means that all syntax checking and exe- 
cution are directed by a series of tables. 



Figure 1: Tke internal representation of a line in Basic. 



f 



ENTER 



Text of Line 

Length of Line (16 bits) 

Line Number \ 16 bits) 



Listing 1 : The Parser Code. 



P-OFFSET: 



.BYTE $8B,$8D,$2D,$7F, $81,3^9, $75 
BYTE $5F f $40 f $^2 f $2B f $17.$lF f $37 
BYTE $52,$45,$0F»$6D,$2B,$^,S2X 
BYTE $5A,$3B f $4C i $^5.$0D i $52 f $5A 
BYTE $4D,$15,*6A 



16 



SYNC Magazine 



Listing 2: The Offset Table. 



The parser code is given in Listing 1. 
There are two entry points into the 
parser: LINE-SCAN and LINE-RUN. 
When calle d via LINE -SCAN, the parser 
sets EXEC/SYNTAX to SYNTAX (i.e.. 
Ot. and calls E-LINE-NO. This subroutine 
is used to check the line number specified. 
If the line number is outside the bounds 
of a legal line number, a REPORT "C" is 
issued. If the line number is valid, LINE- 
SCAN falls through to LINE-RUN. 

As you probably know, the ZX81 will 
accept an expression as the argument to 
an INPUT statement. The parser is used 
to evaluate this expression. The first 
action performed by the parser (entered 
via LINE-RUN) is to check whether an 
INPUT statement is being executed. This 
condition is specified by bit 5 of FLAGX. 
If an INPUT statement is currently being 
processed, one of the two actions will 
occur. If the fir st charact er is a STOP, 
and the EXEC/SYNTAX flag = EXEC, 
the parser will exit by using RST 8 to 
signal a REPORT "D*. If the first char- 
acter is not a STOP, then the parser jumps 
to INPUT-REP (see CIass-2). If an INPUT 
statement is not being executed, a jump is 
made to LINE-NULL. 

The parser, continuing execution at 
LINE-NULL, now checks to see if the line 
is null, If it is, the parser returns immed- 
iately. If the line is non-null, the parser 
checks to be sure that the first character 
in the line is a command. Once again, if it 
is not, REPORT U C M will be issued. 
Assuming that the first character in the 
line is a command, the parser continues 
by calculating the address of the com- 
mand s entry in the parameter table. This 
is done by using an offset table (0C29). 
The offset table and the paramater table 
are shown in Listings 2 and 3, 
respectively. 

Reviewing the parameter table, you will 
see that each command entry specifies 
the format of a particular command, For 
example, PLOT (0C98) is shown to be 
eomprsised of a CLASS-6 item, a comma 
(.), and another CLASS-6 item. After 
finding the currently executing command 
in the table, the parser falls through into 
a loop { GET-PARA M), which is respon- 
sible for fetching successive parameter- 
bytes from the command's entry. 

After fetching a byte, GET-PARAM 
checks its value. If the byte's value is 
greater than OBh. the GET-PARAM loop 
jumps to the SEPERATOR routine which 
checks the character in the line against 
the specified parameter-byte (i.e., or=, 
etc). If a match is found to exit, 
SEPERATOR returns to the beginning of 
the GET-PARAM loop. If the characters 
did not match, REPORT "C" is issued via 
RST 8. 



F-LET: 

F-G0T0: 

F-IF: 

P-GCSUB; 

P-STQP: 
F- RETURN; 
P-FOR: 



P-NEXT; 

F-FRINT: 
P- INPUT: 

P-DIMi 
r -REM J 
P-NEW: 

?-R T 
P-LIST: 



SET-STRLNi 

DtTM . 

CLASS-2: 
QT-REP: 



.BYTE $01, $14, $02 



BYTE $06, $00 
.BYTE $81,$0E 

.BYTE $06,$DE,$05 
.BYTE $AB,$0 



,BYTE $06,$00 
.BYTE $B5,$0E 
.BYTE $0G,$DC,$0C 

.BYTE $00,$E8,$0E 

.BYTE $04 , $14 , $06 
■BYTE $CF f $G6,$05 
.BYTE $B9,$0D 



, BYTE 
.BYTE 



$04, $00 
$2E f $0E 



.BYTE $05,$CF t $0A 

.BYTE $01, $00 
.BYTE $£9,$0S 

.BYTE $05, $09,314 

P BYTE $05,$6A,$0D 

.BYTE $00,$C3, : 

.BYTE $Q3,$AF,$GE 

■BYTE $03,330,307 

.BYTE $06, $1 A ,306 
.BYTE $00, $92, $QE 



CALL NZ.STK-FETCH 

LD ML, FLAGX 

OR (HL) 

LD (HL).A 

EX DE.HL 

LD (STRLEN),BC 

LD (DEST),HL 

RET 

POP BC 

LD A, (FLAGS) 

PUSH AF 

CALL SCANNING 

POP AF 

LD BC,$1321 

LD D,( FLAGS) 

X0R L 

.AND $40 



Class 1 
11 ti 

Class 2 
Class 6 
Class 
Addr-$0E8l 
Class 6 
TlIFi 
Class 5 

Addr-$0DAB 
Class 6 
Addr-$0EB5 
Class 
Addr-$QCEC 
Class 
Addr-$0ED8 
Class 4 



Class 

TO 

Class 

Addr- 

Class 

Class 

Addr- 

Class 

Addr- 

Class 

Class 

Addr- 

Class 

Addr- 

Class 

Addr- 



5 

$0DB9 

4 


30E2E 

5 
$0ACF 

1 


$0EE9 

5 
$1409 

5 

$0D6A 

C 1 p. s f 

Addr-$03C3 

Class 3 

Addr-$0EAF 

Class 3 

Addr-$0?30 

Class 6 
n it 

:iass 6 
Class C 
Addr~$0E92 



July/August 1982 



17 



If. on the other hand, the parameter- 
byte's value is less than OB, the parser 
uses another offset table (0D16) to find 
the address of the class handler. The class 
handler is then called. When it finishes 
execution, it will (probably) return to the 
beginning of the GET-PARAM loop. 

Class Handlers 

A class handler is a routine used to 
parse out a particular type of variable 
(i.e.. non-constant) parameter from a line. 
These items include, but are not limited 
to, variable names and expressions. As 
class handlers perform extremely diversi- 
fied functions, each will be presented 
separately with a description of the effects 
of its execution. 

CLASS-6 

CLASS-6 is the routine used to parse 
out an integral expression. CLASS-6 uses 
a ROM routine known as SCANNING 
which is a general expression parsing 
routine. Although a discussion of expres- 
sion evaluation techniques is beyond the 
scope of this article, it suffices to say 
that the SCANNING leaves the result of 
its evaluation on the calculator stack. It 
also sets bit 6 of FLAGS to indicate 
whether the value parsed was of numeric 
or string type. When control is returned 
to CLASS-6. after its call to SCANNING, 
it checks bit 6 of FLAGS. If a string 
argument was specified, then REPORT 
"C" is given. If a numeric argument was 
supplied, the CLASS-6 returns. 

CLASS! 

CLASS-1 is called to parse out an 
assignable variable name. This procedure 
begins by calling LOOK-VARS, a routine 
to pull a variable name out of the source 
line. LOOK-VARS returns a pointer 
to the variable's record in the VARS 
file. If the variable is not found, LOOK- 
VARS creates it. and returns a pointer to 
the created record. CLASS-1 stores the 
returned pointer and other pertinent 
information in system variables for later 
use. It then returns. 

CLASS4 

CLASS-4 is a routine used for a purpose 
similar to that of CLASS-1. It is used to 
parse out the variable name specified as 
the argument to a FOR or NEXT com- 
mand. It calls LOOK-VARS and checks 
the type bits returned in the C register. It 
checks to be sure that both bits 5 and 6 
are set in the type byte. If they are not 
set, REPORT "CT is given. If the variable 
name was valid (i.e., a single-character 
numeric scalar), CLASS-4 will jump into 
the middle of the CLASS-1 routine which 
will then proceed by storing the informa- 
tion on the variable in the appropriate 
system variables. 



Listing 2 (continued) 



JLASS-4 : 



-6: 

JRT-C: 
: -STK: 



>YNTAX-Z i 



SEPERATOR: 



C-OFFSET: 
CHECK -END 

CHECK-2 : 

REP0RT-C2: 
CLASS-3: 

CLASS-O: 
CLAS3-5: 



Call the 

calculator 
S tk— z er*o 
End-calc 



JR NZ,REPQRT-C 
BIT 7,D 

JR NZ, CLASS-END 
JRB CHECK-2 

CALL LCCK-VARS 

PUSH AF 

LD A, C 

OR $9F 

INC A 

JR NZ.REPORT-C 

POF AF 

JR CLASS-^-2 

CALL SCANNING 
BIT 6, (FLAGS) 
RET NZ 

RST 8 
.BYTE ?0B 

JR NZ, CLASS-6 
CALL SYNTAX-! 
RET Z 
RST 

.BYTE . 
. BYT^ 7 ' 
RE? 

BIT ? f (FLAG£ 

RET 

LD HL, C-OFFSET 

LD B f $00 

ADD HL,BC 
LB C,(HL) 
ADD HL,BC 
PUSH HL 
RET 

RST 18 

CF C 

JR NZ.REP0RT-C2 

RST 20 

RET 



. BYTE $17 , $25 , $53 , $0F , $6B , $13 > $76 

CALL SYNTAX-Z 

RET NZ 

FOP BC 

LD A f (HL) 

CP NEWLINE 

RST Z 

JR REPORT-C 

CP NEWLINE 
CALL N0-T0-STK 

CP A 

POP BC 

CALL Z, CHECK-END 

EX DE, HL 

LD HL,(T ADDR) 

LD C , ( HLj 



18 



SYNC Magazine 



r 



AARDVARK - THE ADVENTURE PLACE 

ADVENTURES FOR OSI, TRS-80, TRS-80 COLOR, SINCLAIR, PET, VIC-20 



ADVENTURES - Adventures are a unique 
form of computer game. They let you spend 
30 to 70 hours exploring and conquering a 
world you have never seen before. There is 
little or no luck in Adventuring. The rewards 
are for creative thinking, courage, and wise 
gambling - not fast reflexes. 

In Adventuring, the computer speaks and 
listens to plain English. No prior knowledge 
of computers, special controls, or games is re- 
quired so everyone enjoys them -even people 
who do not like computers. 

Except for Quest, itself unique among Ad- 
venture games, Adventures are non-graphic. 
Adventures are more like a novel than a comic 
book or arcade game. It is like reading a par- 
ticular exciting book where you are the main 
character. 

All of the Adventures in this ad are in Basic. 
They are full featured, fully plotted adventures 
that will take a minimum of thirty hours (in 
several sittings) to play. 

Adventuring requires 16k on Sinclair, TRS- 
80, and TRS-80 Color. They require 8k on OSI 
and 13k on VIC-20. Sinclair requires extended 
BASIC. 

TREK ADVENTURE by Bob Retelle - This 

one takes place aboard a familiar starship and 
is a must for trekkies. The problem is a famil- 
iar one - The ship is in a "decaying orbit" 
(the Captain never could learn to park!) and 
the engines are out (You would think that in 
all those years, they would have learned to 
build some that didn't die once a week). Your 
options are to start the engine, save the ship, 
get off the ship, or die. Good Luck. 

Authors note to players — I wrote this one 
with a concordance in hand. It is very accurate 
— and a lot of fun. It was nice to wander 
around the ship instead of watching it on T.V. 

CIRCLE WORLD by Bob Anderson - The 

Alien culture has built a huge world in the 
shape of a ring circling their sun. They left 
behind some strange creatures and a lot of ad- 
vanced technology. Unfortunately, the world 
is headed for destruction and it is your job to 
save it before it plunges into the sun! 

Editors note to players - In keeping with 
the large scale of Circle World, the author 
wrote a very large adventure. It has a lot of 
rooms and a lot of objects in them. It is a very 
convoluted, very complex adventure. One of 
our largest. Not available on OSt. 

HAUNTED HOUSE by Bob Anderson - This 
one is for the kids. The house has ghosts, gob- 
lins, vampires and treasures — and problems 
designed for the 8 to 13 year old. This is a 
real adventure and does require some thinking 
and problem solving - but only for kids. 

Authors note to players -This one was fun 
to write. The vocabulary and characters were 
designed for younger players and lots of things 
happen when they give the computer com- 
mands. This one teaches logical thought, map- 
ping skills, and creativity while keeping their 
interest. 



DERELICT by Rodger Olsen and Bob Ander- 
son For Wealth and Glory, you have to ran- 
sack a thousand year old space ship. You'll 
have to learn to speak their language and 
operate the machinery they left behind. The 
hardest problem of all is to live through it. 

Authors note to players — This adventure 
is the new winner in the "Toughest Adventure 
at Aardvark Sweepstakes". Our most difficult 
problem in writing the adventure was to keep 
it logical and realistic. There are no irrational 
traps and sudden senseless deaths in Derelict. 
This ship was designed to be perfectly safe for 
its' builders. It just happens to be deadly to 
alien invaders like you. 




PYRAMID by Rodger Olsen - This is one of 
our toughest Adventures. Average time 
through the Pyramid is 50 to 70 hours. The 
old boys who built this Pyramid did not mean 
for it to be ransacked by people like you. 

Authors note to players — This is a very 
entertaining and very tough adventure. I left 
clues everywhere but came up with some in- 
genous problems. This one has captivated 
people so much that I get calls daily from as 
far away as New Zealand and France from 
bleary eyed people who are stuck in the 
Pyramid and desperate for more clues. 

QUEST by Bob Retelle and Rodger Olsen - 

THIS IS DIFFERENT FROM ALL THE 
OTHER GAMES OF ADVENTURE!!!! It is 
played on a computer generated map of 
Alesia. You lead a small band of adventurers 
on a mission to conquer the Citadel of Moor- 
lock. You have to build an army and then arm 
and feed them by combat, bargaining, explora- 
tion of ruins and temples, and outright ban- 
ditry. The game takes 2 to 5 hours to play 
and is different each time. The TRS-80 Color 
version has nice visual effects and sound. Not 
available on OSI. This is the most popular 
game we have ever published. 

MARS by Rodger Olsen - Your ship crashed 
on the Red Planet and you have to get home. 
You will have to explore a Martian city, repair 
your ship and deal with possibly hostile aliens 
to get home again. 

Authors note to players — This is highly 
recommended as a first adventure. It is in no 
way simple— playingtime normally runs from 
30 to 50 hours — but it is constructed in a 
more "open" manner to let you try out ad- 
venturing and get used to the game before 
you hit the really tough problems. 



NUCLEAR SUB by Bob Retelle - You start 
at the bottom of the ocean in a wrecked Nu- 
ciear Sub. There ib literally no way to go but 
up. Save the ship, raise her, or get out of her 
before she blows or start WWII I. 

Editors note to players — This was actually 
plotted by Rodger Olsen, Bob Retelle, and 
someone you don't know — Three of the nas- 
tiest minds in adventure writing. It is devious, 
wicked, and kills you often. The TRS-80 Color 
version has nice sound and special effects. 

EARTHQUAKE by Bob Anderson and Rodger 

Olsen - A second kids adventure. You are 
trapped in a shopping center during an earth- 
quake. There is a way out, but you need help. 
To save yourself, you have to be a hero and 
save others first. 

Authors note to players — This one feels 
good. Not only is it designed for the younger 
set (see note on Haunted House), but it also 
plays nicely. Instead of killing, you have to 
save lives to win this one. The player must 
help others first if he/she is to survive — I like 
that. 

Please specify system on all orders 




ADVENTURE WRITING/DEATHSHIP by 
Rodger Olsen — This is a data sheet showing 
how we do it. It is about 14 pages of detailed 
instructions how to write your own adven- 
tures. It contains the entire text of Deathship. 
Data sheet - $3.95. NOTE: Owners of OSI, 
TRS-80, TRS-80 Color, and Vic 20 computers 
can also get Deathship on tape for an addi- 
tional $5.00. 

PRICE AND AVAILABILITY: 

All adventures are $14.95 on tape except 
Earthquake and Haunted House which are 
$9.95. Disk versions are available on OSI and 
TRS-80 Color for $2.00 additional. 



ALSO FROM AARDVARK — This is only a partial list of what we carry. We have a lot of other games (particularly for the 
TRS-80 Color and OSI), business programs, blank tapes and disks and hardware. Send $1.00 for our complete catalog. 




AARDVARK - 80 

2352 S. Commerce, Walled Lake, Ml 48088 

(313)669-3110 

Phone Orders Accepted 8:00 a.m. to 4:00 p.m. EST. Mon.-Fri. 



«* 



TRS-80 COLOR 



SINCLAIR 



OSI 



VIC-20 



Peak 




Presents "TEXT", 
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The cassette also 
includes "PRODIR", a 
programmed directory 
to organize your 
programs and ease 
loading. 

Both for $10 from: 
Peak, P.O. Box 383, 
San Carlos, CA 9l|070 



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MAIL CHECK OR MONEY ORDER TO: 

HURRICANE ELECTRONICS 

P.O. Box 87 • Dolton, IL 60419 



I isiinji 2 Iconlinued) 



CLASS-END: 



CLAS3-1: 
CLASS-4-2: 



REFORT-2: 
SET-STK: 



LINE-SCAN: 
LINE-RUN: 



STOP: 
LINE-NULL: 



SCAN-LOOP: 
GET -P ARAM: 



INC HL 
LD B , ( HL ) 
EX DE , HL 
PUSH BC 
RET 

CALL L00K-VARS 
LD (FLAGX),$00 
JR NC, SET-STK 
SET l.(FLAGX) 
JR NZ.SET-STRLN 
RST 8 
.BYTE $01 
CALL Z.STK-VAR 
BIT 6, (FLAGS) 
JR NZ.SET-STRLN 
X0R A 

CALL SYNTAX-Z 
LD (FLAGS), 01 

CALL E-LINE-N0 
CALL SET-MEM 
LD HL,ERR_NR 

LD (HL),$FF 

LD HL.FLAGX 

BIT 5,(HL) 

JR Z, LINE-NULL 

CP "STOP" 

LD A,(HL) 

JP NZ, INPUT-REP 

CALL SYNTAX-Z 

RET Z 

RST 8 
.BYTE $0C 

RST 8 
.BYTE $08 

RST 18 
LD B,$00 
CP NEWLINE 
RET Z 

LD C,A 

RST 20 

LD A.C 

SUB $E1 

JR C.REP0RT-C2 

LD C,A 

LD HL.P-0FFSET 

ADD HL.BC 

LD C , ( HL ) 

ADD HL.BC 

JR GET-PAR AM 

LD HL,(T ADDR) 

LD A,(HLT 

INC HL 

LD (T_ADDR),HL 

LD BC.SCAN-L00F 

PUSH BC 

LD C,A 

CP $0B 

JR NC.SEPERAT0R 



j Set up SYNTAX- 
checking only 



; ie S3 hex 



; Error "D" 



; Give REPORT "9 1 



20 



SYNC Magazine 



CLASS-2 

The CLASS-2 routine is responsible for 
parsing out the value assigned to a var- 
iable (previously specified by CLASS- 1) 
in a LET or INPUT statement. The 
expression is evaluated by SCANNING. 
The type of the expression evaluated is 
then checked against the type of the 
variable (name) stored by CLASS- 1. If 
the types are not equal, then REPORT 
"C" is issued. If, on the other hand, the 
types do mix, a jump is made to the LET 
routine at 1321h. 

CLASS-5 

IF, PRINT, LPRINT. FOR. REM, 
LOAD, DIM, and SAVE all have CLASS- 
5 as their last parameter. The CLASS-5 
byte (05h) is followed by two bytes which 
form an address. The address specified is 
that of the handler for that command. 
The command handler is the routine that 
actually performs the action specified by 
the command (i.e., placing a dot on the 
screen, in the case of a PLOT command). 



By reviewing the code for CLASS-5, you 
will see that, after POPing its return 
address {probably 0CF4h), its gets the 
next two bytes from the command's entry 
in the parameter tabic. It combines these 
bytes and jumps to the address specified 
by the resulting word. 

Before executing the jump, a CALL is 
made, conditionally (if the Z-flag is set) 
to CHECK-END. This routine cheeks to 
be sure that the next character in the line 
specifies an end-of-line (i.e., a NEW- 
LINE). If it does not, REPORT "C" is 
given. If the character is a NEWLINE, a 
return is made. 

CLASS-0 

CLASS-0 is simply a CP A instruction. 
This instruction is commonly used by Z80 
programmers to set the Z-flag. After 
executing this instruction, CLASS-0 falls 
through to CLASS-5. CLASS-5 will then 
CALL CHECK-END. as the Z-flag is set. 



P-RAUD: 

P-LOAD: 

P-SAVE: 

P-CONT: 

P- CLEAR: 

P-CLS: 

P-PLOT: 

F-UNPLOT: 

P-SCROLL: 
P-PAUSE: 

P-SLOWi 

P-FAST: 
P-COFY: 
P-LPRINTi 
P-LLIST: 



Listing 3: The Parameter Table. 

.BYTE $03,$6C,$OE 

.BYTE $O5,$i+O,303 

.BYTE $05,$F6,$02 

.BYTE $00,$?C,$0E 

.BYTE $00,$9A,$14 

.BYTE $00 f $2A,$0A 

.BYTE $06,$1A,$06 
.BYTE $00,$AF,$0B 



.BYTE $06,$1A,$06 
.BYTE $00,$AF,$0B 



.BYTE $00,$0E f $0C 

.BYTE $06, $00, $32 
.BYTE $0F 

.BYTE $00,$2B,$0F 

•BYTE $00,$23,$0F 

•BYTE $00, $69, $08 

.BYTE $05,$CB,$0A 

.BYTE $03,$2C,$07 



Class 3 
Addr-$0E6C 
Class 5 
Addr-$03^0 
Class 5 
Addr-$02F6 
Class 
Addr-$0E7C 
Class 
Addr-$1^9A 
Class 
Addr-$0A2A 
Class 6 

it ti 

Class 6 

Class 

Addr-$0BAF 

Class 6 
ti t* 

Class 6 
Class 
Addr-$0BAF 
Class 

Addr-$0C0E 
Class 6 
Class 

Addr-$0F32 

Class 

Addr-$0F2B 
Class 
Addr-$0F23 
Class 

Addr-$0869 
Class 5 
Addr-$0ACB 
Class 3 
A ddr-$0?2C 



CLASS-3 

CLASS-3 handles the argument speci- 
fied after a RAND. LIST, LLIST, or RUN 
command. This element can be either a 
NEWLINE or an integral expression. If a 
NEWLINE is given without any expres- 
sion, a default of is assumed, and pushed 
onto the calculator stack. If a number 
was specified, CLASS-6 is CALLed to 
parse the expression. After pushing the 
appropriate number onto the calculator 
stack, CLASS-6 returns to CLASS-3. 
CLASS-3 then falls through to CLASS-0. 

In the next issue I will discuss the 
command handlers themselves. 

Once again, I wish to extend my utmost 
gratitude to Ian Logan for his hard work 
in disassembling the 8K ROM. All labels 
in this article come from the result of his 
work: The Sinclair ZX81 ROM 
Disassembly, Part A. 

Until next time, same relativistic time 
period, same non-Euclidian universe. % 



ADD ON MEMORY 
FORZX 

16K memory assembled and 
tested. No extra power supply 
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ZX80/81 REGISTER 

NEW 56 PAGE PUBLICATION NCLUDES: 

DIRECTORY OF ALMOST 350 SUPPLIERS 
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PRODUCTS FOR THE NEXT EDfTION 



July/August 1982 



21 



4K ROM <8K ROM); IK RAM 



Mitcnsn sgnc 



Alan Groupe, Michael Tardiff, and Ivan Zatkovich 



Two to the What? 

Recently, a cousin from Lincoinwood, 
Illinois, came out to visit. Along with him, 
he brought a couple of "extra credit'' 
problems given him by his eighth grade 
science teacher. 

One of the problems was to calculate 2 
to the 420th power. The problem came 
with the following restriction: "You can't 
use a computer." Since no commonly 
available computer can store a number 
this large with perfect accuracy (remem- 
ber, floating point numbers are only 
approximations of a number), this restric- 
tion seemed unnecessary. 

You have probably already guessed, 
though, that with some thought and a few 
tricks, you can solve this problem using a 
computer. It should also come as no 
surprise that we are going to show you 
how to do it on your ZX80/81. 

It does seem to us, however, that any 
eighth grader who could figure out how 
to solve this problem on a computer is 
well on the way to becoming a clever 
problem-solver who can make good use 
of available tools, and, therefore, deserves 
the extra credit. Lincoinwood School 
District, take note. 

To solve this problem on a ZX80/81 or 
on any computer, you first have to under- 
stand how to do it by hand. 

Unless you are a child prodigy, you 
cannot handle a number as big as 2 to the 
420th either. The best way to deal with 
things too big to handle all at once, of 
course, is to break them down into "bite- 
size" chunks. In this case, the most 
obvious method probably would be to 
treat each digit separately. You could 
take 2, multiply it by 2, take that answer 
and multiply it by 2 again, and so on, 419 
times. When the numbers begin getting 
too large to multiply in your head, you 
would move from right to left, multiplying 
a digit by 2, adding in any carry from the 

22 



previous digit, and carrying into the next, 
if necessary. Just like in school, right? 

While the ZX80/81 cannot handle 
numbers as large as 2 to the 420th, it can 
handle numbers as big as 32767 (decimal). 
Rather than doing the calculations one 
digit at a time, as you would do by hand, 
it is a simple matter to have the ZX80/81 
multiply four digits at a time. Listing 1 
gives the program for calculating 2 to the 
420th. This was written on the ZX80 4K 
ROM, but it works also on the ZX81 if 
you make this change: 

180 PRINT A(I );"##"; 

Since the answer to our problem is 127 
decimal digits long (How do we know? 
Trust us.), we can store it in an array of 
32 integers. This is done in line 10. Lines 
20-50 initialize our answer to 1 (2 to the 
zero-ith power). Lines 60 through 160 are 
the main loop of the program and multiply 
A by 2 420 times. C is the carry from one 
"digit grouping" to the next and is cleared 
in line 70. (There is no carry, of course, 
into the rightmost digit.) 

Lines 80 and 90 set up a backwards 
FOR-NEXT loop going from 32 down to 
1 covering each digit group from right to 
left. We could have numbered the digit 
groups in the other direction, but then we 
would have needed a reverse loop to print 
out the result, so it did not make much 
difference which way we went. Line 100 
multiplies the current digit group by 2 
and adds in the carry from the previous 
digit group. Line 110 clears the carry, 
since we do not as yet know whether 
there is to be a carry out of the current 
digit group. Line 120 skips over the carry 
processing if the current digit group is 
within range (0-9999). Lines 130 and 140 
do the carry processing by bringing the 
digit group back within range and setting 
the carry into the next group to 1. You 
should satisfy yourself that this is correct. 

Line 150 closes the loop at line 80 and 
proceeds to the next digit group. Line 160 
closes the loop at line 60 and proceeds to 



the next doubling. Calculations are now 
finished, and lines 170 through 190 print 
out the result. 

Note that the format of the output is 
rather sloppy. The reason for this is that 
some of the digit groups may be less than 
1000, and in order for the result to be 
printed together, program lines would 
have to be added to print these groups 
with leading zeros. While this is not 
particularly difficult, it would tend to 
make the program more complicated. If 
you have sufficient RAM, the inspiration, 
and a compulsion for neatness, see if you 
can alter our program to "prettyprint. ,, 

When run, the program grinds away 
for a little over four minutes before 
returning with the answer. Compared to 
pencil and paper, that is not bad. But 
consider this: on the first iteration of the 
main loop (lines 60-160) the variable 
A(32), which is originally 1, is multiplied 
by 2, giving 2. But Ad) through A(31). 
while being equal to 0, are still multiplied 
by 2. On the second iteration this is also 
true. In fact, most of the four minutes are 
spent multiplying by 2! 

This provides us with a good example 
off how careful planning can make a 
program run faster. If you think through 
a problem ahead of time, you can cut out 
the pointless work and free your ZX80/81 
to do the real work of calculating or 
searching or whatever. Sure enough, there 
is a simple way to "optimize" our program 
to eliminate the wasted work of multi- 
plying by 2. 

If you keep a pointer (call it "P") to the 
most significant (leftmost) non-zero digit, 
and stop the right-to-left multiplication 
loop (lines 80-150) at that point, you avoid 
the unnecessary multiplications. Remem- 
ber, though, to move this pointer to the 
left when you carry out of that digit (in 
this case, the digit to the left will now be 
non-zero). 

If that is a bit tough to follow the first 
time through, add the lines in Listing 2 
for 4K ROM or Listing 3 for 8K ROM. 
Then trace through the program using 
pencil and paper. You will see how the 
unnecessary work is avoided. 

SYNC Magazine 



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SYNC Program Listings 

Readers should note the following 
conventions used in the program listings 
in this issue: 

~ — The number symbol is used in 
PRINT statements to show necessary 
spaces. 

"A, "— The underline is used in PRINT 
statements to indicate graphics. Press the 
ke\ designated in whatever way your 
machine requires to get the graphic. 

IN PIT - In PRINT statements when 
a word or token is underlined enter the 
word from the keyboard rather than type 
it in letter by letter. This is a memory 
saving technique. 

After typing in a program line, you 
must put the line into vour program. On 
the ZX80and ZXK1 with *K ROM this is 
done by hitting the NEWLINE key. On 
the ZXM1 the same thing is done by hitting 
ENTER. The words are used interchange 
ably. 

A number followed by a b is binary; a 
number followed bv h is hex. 



Line 55 initializes our new pointer to 
one significant digit group. This is because 
A(32), or rather, A(P), is the only digit 
group with anything in it. Line 80 has 
been changed to loop through only the 
significant digit groups. You should verify 
that this is correct. 

Lines 143 through 147 have been added 
to the carry processing section. They will 
only be executed when there is a carry 
out of a digit group. Line 143 checks to 
see if this is a carry out of the currently 
most significant digit group (the one P 
points to). If not, this is simply a normal 
carry, and carry processing is done. 
Otherwise, lines 145 and 147 move the 
pointer one digit group to the left and set 
that digit group to 1 (the carry out of the 
previous group). 

With this modification in place, the 
program takes just under three minutes, 
an improvement of over 35 percent. 

It should be apparent that you can use 
this same technique to calculate other 
"big" numbers. If you really want to 
impress your friends, amaze yourself, and 
give your ZX80/81 a workout, try calcu- 
lating that wonderful constant, pi, to a 
hundred places or so. You will have to 
solve a few problems along the way, but 
you have two months until the next issue 
of SYNC comes in the mail... right? 



By the way, in case you did not have 
your ZX80/81 with you as you read this 
column (perish the thought!), the answer 
to our problem is (drum roll, please): 
2, 707, 685, 248, 164, 858, 261, 307, 045, 
101, 702, 230, 179, 137, 145, 581, 421, 695, 
874, 189, 921, 465, 443, 966, 120, 903, 931, 
272, 499, 975, 005, 961, 073, 806, 735, 733 
604. 454, 495, 675, 614, 232, 576. jg 

Llslins 1: 2 to tke 420tK (4K ROM). 



10 DIM RC32) 

20 FOR 1=1 TO 32 

30 LET R (I) =0 

40 NEXT I 

50 LET R (32) =1 

60 FOR N = l TO 4-20 

70 LET C=0 

80 FOR 1=1 TO 32 

90 LET 11=33-1 

100 LET fl(Il)=fl(Il)*£+C 

110 LET C=0 

120 IF Rill)<10000 THEN GOTO IS 
3 

130 LET R (ID =R f ID -1O000 

14-0 LET C=l 

150 NEXT I 

150 NEXT N 

17© FOR 1=1 TO 32 

180 PRINT fltU . 

190 NEXT I 



Listins 2; Eliminating 0*2 (4K ROM). _ 

55 LET P=32 

80 FOR 1=1 TO 32-P+l 

14-3 IF NOT I1=P THEN GOTO 150 

14-5 LET PsP-1 

147 LET R <P> =1 



Listing 3: Eliminating 0*2 (8K ROM). . 

55 LET P=32 

8© FOR 1=1 TO 32-P+l 

143 IF IK >P THEN GOTO 150 

145 LET P=P-1 

147 LET ft IP) =1 



DON'T JUST EXPAND YOUR MEMORY. 
EXPAND YOUR HORIZONS. 



Are you ready to put your ZX-81 to 
work on some tough processing prob- 
lems 9 Would you like to use your ZX- 
81 in monitoring or control applica- 
tions 9 Then consider the Wisconsinc 
16K/32K memory board with I/O 
ports 

\\r\e Wisconstnc memory board is de- 
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offer kits ranging from a bare board 
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minded to a complete 32K with ports, 
aluminum enclosure, and a power 
supply with sufficient capacity to 
source 500 ma to peripheral loads All 
kits include complete schematic and 
instructions for the 32K with ports to 
allow easy expansion as your needs 
change, or as your budget allows 

Wisconsinc s I O ports consist of two 
8-bit LS TTL input ports and two 8-bit 
latching output ports The ports are 
readily accessed using BASIC PEEK 
and POKE commands, or can be ac- 



cessed at very high speeds with user 
subroutines The applications for ports 
are limited only by your imagination 
With suitable external circuitry, they 
are useful for data acquisition and 
storage, joystick interface, music 
synthesizer, realtime clock inputs, 
home security systems, environmen- 
tal monitoring and control, and much 
more And the best part is that Wis- 
consinc s ports may be added later as 
the need arises, port kits come with 
headers and ribbon cables 

Even if you don t need the ports, you II 
find Wisconsinc s 32K memory to be 
easy to use. requiring only two simply 
BASIC commands to move the stack 
and re-mitialize your ZX-81 , providing 
16K for BASIC programs and 16K 
useful for large arrays and variables 
This allows the use of large arrays and 
character strings, and will offer new 
possibilities m scientific and business 
applications, especially for engineer- 
ing or accounting students 



16K memory kit 


599 


32K memory kit 


S134 


Port kit 


S32 


Bare board, connecter 


$45 


16K add-on kit 


$35 


Kit repair service 


$20 



Wisconsin residents add sales tax 
Pipage add $4 95 tor shipping and 
handling Check or money order only 
Allow 4-6 weeks for delivery 

Get the most from your ZX-81 . and put 
the world within reach of your key- 
board Think about it You can only do 
so much with software Sooner or later 
you II wish you had ports 



W I S C N 



7T 



NC 



Wisconsinc Electronics 
PO Box 332 
Milton Wl 53563 



24 



SYNC Magazine 



Finally 

you can afford 

to satisfy 

your hist for 

power. 




ZXSl 



flPfiPfH £B SI CS BH ff^ tSFM 



NPlOT rem 





RfcT U H N 


OH 




HS 



RND STRS CHRS 

GOTO GOSUB LOAD 



ms CB BB cs 

!NT 
^gW S^/F p;M FOR 

COPV CL£ CONT ( 



iz fx Ic |v Is In |m 



INPUT POKE PRINT 






:ODE PEEK 

LIST lE 



.S SCROLL NEXT 



LEN 
PAUSE 



IN KEYS 



For $ 99.95 you can have a 
foil powered personal computer. 



The ZX81 is also very convenient to 
use. It hooks up to any television set to 
produce a clear 32-column by 24-line 
display. And you can use a regular cas- 
sette recorder to store and 
recall programs by name. 
What you get. When 
you order your ZX81, you 
get everything you need to 
start programming. 
It comes with connectors 
for your TV and cassette 
recorder, an AC adaptor, and 
a free programming guide and 
operating manual that corn- 
Sinclair programs are available P letel Y documents the capabil- 
ities of the ZX81. 




Most people know by now that the 
ZX81 from Sinclair Research is the 
lowest priced personal computer in 
the world. 

But serious program- 
mers are looking for more 
than a low price. They're 
looking for true computer 
power. And that's where 
the ZX81 surprises a lot 
of people. 

Just look at the key 
board and you'll get 
some idea of the 
ZX81 's power. It 
has more than 60 
BASIC commands, 1 
20 graphic symbols, and complete 
mathematical functions. And there's 
even more power that you can't see. 
A breakthrough in personal 
computers. The ZX81 offers features 
found only on computers costing two 
or three times as much. 

Just look at what you get: 

• Continuous display, including mo\ - 
ing graphics 

• Multi-dimensional string and nu- 
merical arrays 

• Mathematical and scienti- 
fic functions accurate 
to 8 decimal places 

• Unique one-touch 
entry of key words 
like PRINT, RUN 
and LIST 

• Automatic syntax er- 
ror detection and easy 
editing 

• Randomize function useful for both 
games and serious applications 

• Built-in interface for ZX Printer 

• 1 K of memory expandable to 16K 

• A comprehensive programming 
guide and operating manual 



Options and add-ons. Like any 
full-powered computer, the ZX81 can 
be expanded and upgraded. 

Its IK memory can be expanded 
to over 16K just by plugging the 
Sinclair Memory Module onto 
the back of the unit. The cost 
is only $49.95. 

Sinclair has also published 
pre-recorded programs on cas- 
settes for your ZX81. We Ye con- 
stantly coming out with new pro- 
grams, so we'll send you our latest 
software catalog when you order 
your computer. 

How did we do it? The 
question most often asked 
about the ZX81 is, "How 
can so much computer 
power cost so little money?" 
I6K Memory Module The answer is that Sinclair 
Research simply took a different 
approach. Our only goal was to make 
programming power as affordable as 
possible. So we developed a radical 
new design that cuts costs dramati- 
cally without cutting computer power. 
For example, our unique Master Chip 
replaces as many as 18 chips used in 
other personal computers. 

The success of the ZX8! speaks for 
itself. It is now the fastest-selling per- 
sonal computer in the world. And we 
stand behind our product. If anything 
goes wrong in the first 90 days, we'll 
repair or replace your unit free of 




charge. Even after that, you can take 
advantage of our national service-by- 
mail facilities for a minimum fee. 
Order now and try it out for 10 
days. Simply send the coupon along 
with a check or money order. For 
faster delivery, call our toll-free num- 
ber and use your MasterCard or VISA. 

You have 10 days to try out the 
ZX81. If it isn't all we say it is, just 
send it back and we'll refund your 
money. 

Why wait any longer? With the Sin- 
clair ZX81, you can finally afford to 
have the computer power you Ve al- 
ways wanted. 

Call toll free 800-543-3000. Ask 
operator #509. In Ohio call: 
800-582-1364; in Canada 
call: 513-729-4300. Ask 
for operator #509. 
Phones open 24 hours 
a day, 7 days a week. 
Have your MasterCard 
or VISA ready. 
These numbers are for 
orders only. If you just want 
Free guide to programming information, please 
write: Sinclair Research Ltd., 
2 Sinclair Plaza, Nashua, NH 03061. 




To order call toll free: 800-543-3000. 

AIL TO: Sinclair Research Ltd., 
Sinclair Plaza, Nashua, NH 03061. 

PRICE" QTY. AMOUNT 



| I On. S 



ZX81 



16K Memory 
Module 



Shipping and 
Handling 



$99.95 



$49.95 



$4.95 



•U.S. dollars 



TOTAL 



$4.95 



Name 



I City 



Zip 



Zl 



Sinclair technology is also available in Timex/Sinclair 
computers under a license from Sinclair Research Ltd. 

inclair 



Book Review 



Understanding Your 

ZX81 ROM Thomas L Keeney 



Understanding Your ZX81 ROM by Dr. 
Ian Logan. Melbourne House Ltd., Glebe 
Cottage, Station Rd., Cheddington, Leigh- 
ton Buzzard, Bedfordshire LU7 7NA, U.K. 
162 pp.; paperback. Available directly 
from the author for $18 (airmail). In U.S. 
$19.95 from: Gladstone, Heuristics, Sin- 
clair Place, Softsync. 

SYNC readers will recognize Dr. Logan 
as a major ZX80/81 expert whose writings 
are well worthwhile. Understanding Your 
ZX81 ROM is no exception. The book is 
written for a serious beginner who has a 
fairly good knowledge of Basic and wishes 
to take advantage of Z80 machine code 
execution speed. It supplements, but does 
not replace, the ZX81 manual which must 
be used as a reference. In many ways this 
book is an extension of Dr. Logan's article 
"An Introduction to Machine Code" in 
SYNC 1:6. 

The book falls logically into five parts. 
The first is a brief review of the Z80 
CPU, its registers, and its instruction 
format. Next a quick introduction to the 
internal arithmetic and number base 
manipulations required is included. 



Thomas L. Keeney, 9629 Dortmund, Huntsville 
Al 35803. 



The second part is a discussion of the 
Z80 machine code instruction set grouped 
by function. Examples are drawn liberally 
from the 8K ROM. Dr. Logan includes 26 
additional examples in the form of simple 
Basic programs which can be entered and 
executed in the IK memory. 

A detailed examination of the relevant 
parts of the 8K ROM makes up the third 
part. The discussion is limited, however, 
to those routines which the user can 
reasonably access and use. Again, simple 
Basic programs detail the manner in 
which ROM based subroutines can be 
applied to a program. A simple USR- 
( address) will not work with most of them. 
ROM functions for report generation, 
character printing, keyboard input, and 
display generation are discussed. 

The fourth part might properly be 
called "Getting Started in Machine 
Code/' Dr. Logan introduces machine 
code programming by treating it as an 
extension to Basic. His technique of 
writing Basic programs that mimic 
machine code is unique to my experience. 
This appears to be such a good teaching 
method that it should become wide- 
spread. Of course, the technique is possi- 
ble only because the Sinclair Basic can 



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accept variables of any length. Such 
concepts as flowcharting and program 
structure help get the beginner started. 
Dr. Logan leads the programmer to think 
in terms of the special needs of the CPU. 
Finally, he discusses the integration of 
the Basic and machine code into one 
program. Demonstration programs illus- 
trate the whole process. 

The fifth part consists of appendixes. 
Complete listings of the more important 
8K ROM routines are given as well as the 
usual tables of machine code language 
instructions, decimal-hexadecimal conver- 
sions, and keycodes. 

Obviously, the book contains a great 
deal of information, and you would pro- 
bably want to keep it as a reference. 
However, the book can be made easier to 
use with three improvements. 

First, the book clearly needs an index 
and a revision of the physical arrangement 
of some of the contents. For example, the 
Z80 instructions set descriptions and the 
8K ROM examples are separated from 
the short programs illustrating their use. 
This forces the reader to flip back and 
forth between references. I spend a lot of 
time with my fingers stuck in several 
pages to keep track of the relevant subject 
references while trying to apply the infor- 
mation to a particular programming pro- 
blem. 

Second, since the 8K ROM is decimal 
oriented, the inclusion of decimal equiva- 
lents for the hexadecimal numbers would 
remove some frustration for the beginner. 
Granted that a book on machine language 
needs some hex code information and 
examples, but the extensive use of hexa- 
decimal leads to some problems. For 
example, the table of machine code 
instructions in Appendix ii is useless as a 
quick reference until the reader himself 
enters the decimal equivalents. 

Third, a more durable type of binding 
that will allow the book to lie open and 
flat so that the reader can use both hands 
to enter program listings is needed. The 
pages are starting to fall out of mine, and 
I will soon ring bind it myself. 

In spite of these three complaints, the 
fact that I have worn out Dr. Logan's 
book is an indication of how useful I have 
found it to be. The fact that I intend to 
repair it is an indication of how valuable I 
think it will continue to be. It contains a 
tremendous amount of information and is 
well worth the cost. Understanding Your 
ZX81 ROM would be a valuable addition 
to most ZX80/81 libraries, and for the 
serious programmer it should be high on 
the list. PB 

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I 



Hardware Review 



Sinclair ZX Spectrum 



David Tebbutt 



Well, he's done it again, hasn't he? 
Uncle Clive has gone and shown the 
world how to produce a decent colour 
personal computer at the sort of price 
only he can conceive. Two versions of 
the Spectrum are available — 16k and 
48k at £125 and £175 respectively, 
including VAT. If you want to upgrade 
your 16k machine to 48k later on, it 
will cost you £60. At the moment, the 
machines are available only by mail 
order. The Spectrum (ZX Spectrum to 
be precise) offers colour, high resolu- 
tion graphics and sound and, at the 

j^iat, it huo ju.ti fo VJ '" t,v * *-'*- MTO kswuu 

value for money around. 

Like most computers at this level, 
the Spectrum plugs into the domestic 
television and uses a normal cassette 
recorder. The ZX printer can be 
attached and, with a little modification, 
ZX81 programs will run happily on the 
Spectrum. A £50 miniature disk drive 
(the ZX Microdrive), communications 
facilities and an RS232 interface will be 
announced later on. 

Hardware 

The Spectrum measures just 233x1 44x 
30mm and weighs in at 520 grams 
excluding the separate power supply 
and cables. It looks extremely elegant 
and, unlike its predecessors, it has keys 
that actually press down. 

You'll not be surprised to learn that 
there are hardly any components inside 
the machine: 14 chips, a UHF modula- 
tor, a piezo-electric 'speaker' and an 
assortment of capacitors, resistors, 
diodes, crystals and a coil make up the 
complement. I swear that some of my 
crystal sets had more in them. All this 
is mounted on a single board and, 
looking underneath this production pro- 
totype, I notice that there's not a single 
patch. The only odd thing about it is 
that there's a big blob of green plasti- 
cine stuck around the coil. The coil on 
the review machine does whistle a bit 
but I understand that production 
machines come with suitably lacquered 
coils to eliminate this problem. 



Reprinted with permission of Personal Computer 
World, 14 Rathhone Place. London WIP IDE, 
England. 

30 



A hefty edge connector at the back 
brings out just about every signal you 
could wish to have. This is used for 
printers, communications and disk drive 
connections. Inside there are two spare 
sockets which accommodate each end 
of the 32k memory expansion board. 
This is a great improvement on the 
ZX81 memory expansion which tended 
to drop off the back of the machine at 
the least provocation. Talking of sockets 
(well I was, just now), every chip except 
the ULA is socketed. The reason the 
ULA isn't is because it gets darned hot 
— putting it on the PCB allows the heat 
to dissipate better. 

The keyboard comprises a one-piece 
grey rubber moulding mounted over a 
pressure-sensitive membrane. The keys 
poke up through holes in a black metal 
plate and 1 must confess the feel is more 
that of a calculator than a typewriter. 
Most keytops have three symbols on 
them and, in addition, most of them 
have another two associated inscrip- 
tions printed on the metal surround. If 
you're anything like me you'll find 
yourself reading the whole keyboard 
each time you want to find a function. 
You do get used to it after a while: in 
my case it took a couple of days. I 
found that red symbols on grey keytops 
are quite difficult to read and, thinking 
my eyesight might be going, I showed 
the machine to a number of friends, all 
of whom had the same difficulty. I 
showed it to my 11 -year-old and he 
thought it was just fine, though. 

A power supply is included in the 
price, so there's not a lot of point 
risking one of your own and blowing 
the Spectrum up. The two cassette leads 
terminate in 3.5mm jack plugs so be 
sure that they work with your recorder 
before you embark on any major pro- 
grams. It took me four or five tries 
before I found the right volume setting 
on my tape recorder. Once this was 
found, though, program loading presen- 
ted no problems. 

1 tried the Spectrum on three tele- 
visions and the results matched the 
quality of the sets used. The display 
comprises 24 lines of 32 characters with 
the bottom two lines reserved for 
messages and entries. The display can 



also be regarded as 176 x 256 resolution 
for graphics work. High resolution 
graphics work is best done in two 
colours as you will see in the Firmware 
section of this review. The screen, 
border and individual characters can 
each take on one of eight colours and, in 
addition to this, characters can be bright 
or flashing. Other screen attributes 
like inverse and overprinting relate to 
the whole screen. More on these later. 

The single channel BEEP facility 
is about what you'd expect from a 
piezo-electric speaker. It does sound 
slightly better amplified from the 
cassette port but it's still pretty awful. 
A couple of octaves around middle 
C aren't bad; but the other eight are 
best used for sound effects. At the high 
end they warble and at the low end they 
grate — BEEP is a refreshingly honest 
description. 

Really, there's not a lot more to say 
about the hardware. It is a very profes- 
sional job; looks smart, works well and 
manages to squeeze 191 legends Oii to 
just 40 keys! 

Firmware 

Here's a new section for PCW Bench - 
tests. All the software on the review 
machine was in the ROM chip which 
also contained the character set. This 
time Sinclair has gone for a basic ASCII 
set (upper and lower case) with the 
addition of both built-in and user- 
defined graphics characters. Outside of 
the range SPACE to QUOTES (32 to 
126), many of the codes have special 
values relating to Spectrum keys and 
functions. For example, you'll find a 
copyright symbol key. (Now why didn't 
anyone else think of that?) You can 
define up to 21 characters of your own. 
Two screen tables are maintained in 
memory — one for the displayed charac- 
ters themselves and the other for the 
attributes which describe how they're 
to be displayed. These attributes can be 
tested from within a Basic program. The 
character colour is referred to as INK 
while the background colour is called 
PAPER. Isn't that sensible? Each 
character can have its own value for 
INK, PAPER, FLASHING, BRIGHT- 
NESS, INVERSE and OVER. The last 
two should be explained: INVERSE 
simply means that the dots which form 
the character are printed in the PAPER 
colour while the PAPER is printed in 
the INK colour. OVER is special: it 
allows you to merge a new character 
with the one already at the screen posi- 
tion. The rules are that two INKs or two 
PAPERs print PAPER otherwise it 
prints INK. This means that you have a 
neat way of removing the last thing 

SYNC Magazine 



printed and restoring what was there 
before it. 

By now you have probably realised 
why it is best to stick to two colours 
when doing graphics work. Since the 
colour of the INK and PAPER relates to 
a whole character position, then each 
time a new colour graphics point is set, 
all other set points within the boundary 
of that character are set to the new 
colour. This makes for a very curious 
effect to say the least. 

Mathematical accuracy is to 94 
decimal digits and a fairly full range of 
mathematical functions is accessible 
from the keyboard. While on the sub- 
ject of keyboards, this one has a built-in 
software 'click 1 , an upper -case lock key 
and automatically repeating keys. Like 
the ZX80 and ZX81 before it, the 
Spectrum makes great use of single 
stroke keyword entries. In fact, I think 
every standard function and command 
is obtainable in this way. You'll even 
find things like >= and <= occupying 
their own pieces of grey rubber. 

Basic 

The Spectrum comes with a very useful 
version of Basic. It will be quite familiar 
to anyone who is used to the Micro so ft 
types of Basic and a doddle to learn for 
those new to the language. 

Rather than go through all the 
features and functions of the language, 
I have summarised them in a separate 



box. Here, I'll just comment on the 
unusual and interesting aspects of this 
particular implementation. Unlike some 
Basics, it is a teeny bit strict about 
things like using LET before assigning a 
value to a variable name or putting 
GOTO after a THEN. My view is that 
this is all jolly good discipline and it 
is more than compensated for by the 
fact that Spectrum pops in all those 
spaces which make programs so much 
easier to read. Of course, once you've 
found your way round the keyboard, 
the single stroke keyword entry is a 
joy. (I've got a feeling I said that in my 
last two ZX reviews.) 

SAVEing and LOADing cassette 
tapes gives plenty of scope on this 
machine. You can save a program nor- 
mally, you can save it so that execution 
starts automatically when it is reloaded, 
you can save arrays, you can save parti- 
cular chunks of memory and if you 
want to keep a pretty picture you've 
created then you can use the SCREEN? 
option to save that too. All saved pro- 
grams can be verified after saving. The 
screen save can't be verified because the 
display is changed during the verify 
program and it would not then match 
that held on tape. The LOAD command 
can, of course, handle any tape created 
by SAVE. The MERGE command 
allows you to merge a program on tape 
with one already in memory. Program 
lines which are duplicated are over- 



written while all others are suitably 
interleaved. 

The graphics facilities are great fun. 
You can draw straight lines, curves and 
circles on the 176x256 pixel (Picture 
ELement, or dot) window. Position 0,0 
is at the bottom left-hand corner of the 
screen. You can define up to 21 
graphics characters of your own which 
is a superb feature if you're into writing 
your own Space Invader or Pack -Man 
games. I had a lot of fun drawing and 
animating little people on the screen. 
The nice thing is that you can do all 
this sort of thing without leaving 
Basic. A BIN (binary) notation has been 
introduced which allows you to define 
numbers as a series of 0s and Is — just 
the ticket for designing funny charac- 
ters. Each character comprises eight 
lines of eight points, so a succession of 
eight BIN numbers is all you need to 
define such a character. Another use for 
user-defined graphics is to squeeze some 
extra colours out of the machine. If you 
lay out the 64 pixels like a chess board 
and choose suitable INK and PAPER 
colours then you can get some interest- 
ing effects. Most of them will be awful 
but persevere — some will be good. 

You won't be surprised to learn that 
line drawing and circle plotting are 
achieved using the DRAW and CIRCLE 
commands. A PLOT command allows 
you to plot single points. POINT 
enables you to find out whether a parti- 



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SYNC Magazine 




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cular pixel is set. You always DRAW 
from where Spectrum thinks you are on 
the screen. For example, a command 
DRAW 10,10,pi would draw a semi- 
circle ending up 10 places to the right 
and 10 above the current position. A 
fraction of pi would provide a different 
arc while zero, or no third argument 
(DRAW 10, 10) would draw a straight 
line. The curve can be drawn on either 
side of the centre line by making 
the third argument a positive or nega- 
tive number. 

The CIRCLE command uses three 
arguments: x-axis, y-axis and radius. 



Remember, the OVER command can be 
used to erase something already drawn. 
I used this feature in conjunction with 
DRAW, PLOT and CIRCLE to create 
cartoon effects. OVER is also useful for 
embedding text in a drawing. When set 
on, the text merges with the existing 
lines in the drawing. When set off it 
prints the full 8x8 character, completely 
replacing anything already displayed at 
that position. Incidentally, SCREEN? 
can be used to return details of the 
contents of a character position. Used in 
conjunction with the PRINT AT 
command, this could be a good way of 









Spectrum Basic 






Functions 












ABS ACS 


AND 


ASN ATN 


ATTR 


BIN CHRS 


CODE 


COS EXP 


FN 


IN INKEYS INT 


LEN LN 


NOT 


OR PEEK PI 


POINT RND 


SCREENS 


SGN SIN 


SQR 


STR$ TAN 


USR 


VAL VALS 








Operations 












+ -*=>< 


<> 








Statements 












BEEP 


DATA 


GO TO 


LOAD. .DATA 


OVER 


RETURN 


BORDER 


DEF FN 


IF. .THEN 


LOAD. .CODE 


PAPER 


RUN 


BRIGHT 


DELETE 


INK 


LOAD. .SCREENS PAUSE 


SAVE 


CAT 


DIM 


INPUT 


LPRINT 


PLOT 


SAVE. .LINE 


CIRCLE 


DRAW 


INVERSE 


MERGE 


POKE 


SAVE. .DATA 


CLEAR 


ERASE 


LET 


MOVE 


PRINT 


SAVE. .CODE 


CLOSE 


FLASH 


LIST 


NEW 


RANDOMIZE 


SAVE. .SCREEN? 


CLS 


FOR. .TO. 


.STEP 


NEXT 


READ 


STOP 


CONTINUE 


FORMAT 


LLIST 


OPEN # 


REM 


VERIFY 


COPY 


GOSUB 


LOAD 


OUT 


RESTORE 





making your program find a suitable 
place to print a sort of 'label' on a draw- 
ing. The AT allows you to define the 
row and column at which printing 
should start. 

A few instructions I particularly 
noticed as I went though the manual 
were READ, DATA, RESTORE and 
VAL$. READ and DATA are old 
friends although I can't remember 
them being on previous ZX machines. 
Using the DATA command you can pro- 
vide lists of information at the begin- 
ning of a program. Each READ instruc- 
tion takes the next word from this list. 
RESTORE can be used to set the DATA 
pointer to any DATA statement. VAL? 
baffles me — it strips the outside quotes 
from string expressions and returns the 
string value of the result. Perhaps some 
kind reader would care to suggest a 
worthwhile application for this feature. 

Now let's have a look at our honestly 
named friend, BEEP. There's not a lot 
to tell, really, except that you can 
control both pitch and duration. Notes 
below middle C are represented by nega- 
tive numbers, those above by positive. 
Twelve numbers make an octave. (If 
you look at a piano keyboard you'll 
find that there are seven white notes 
and five black notes per octave.) Middle 
C is zero. The duration is expressed in 
seconds or fractions of a second. As I 
mentioned earlier, the sound isn't, 
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Reversi- 

TAPE ROUTINE provides a system WAIT cot ' 

until a signal is received m the cassette ear jack 

All thes« written m machine codo and together 

- 
•ient" 

FOR 16K ONL Y $9 90 <f4 951 



GRAPHICS TOOLKIT 






(ZXB1 16K RAM ONLY! 



ig MACHINE CODE routines that give you c 
Draw-' Undraw draws ■ n deletes - 

i REM 
statement You may define as ma^v 

.it will 
DTI you choose 
Foreground On Off St this I i protect existing 
When on new gi 
■ Mind and re enu" <■ 

Border Unborder Q'riy\s a bordei round the edges 
a Edit lines can I ■ 
ter is protected when foreground is on 

"i.ngai 
■ 
Reverse 

iias i' • 
Print Position Controls 
UP DOWN LEFT RiGh" ^RINT 

Editpnnt Moves next PRINT posit 

Scroll I- 

UPSCROLL DOWNSCROLL RlGHTSCROLL 

LEFTSCROLL S 



• 'ore' 
Onscreen 'Offscreen tui 
Background On Off Fills your screen by your 

• " When foreground is on existing 
■ ,md shapes win i; 
pass m front of your background without deleting it 
Search and Replace will search the screen for 
'idtacter you spci I 

Square draws a square or recta<< 

;>de for SUPER 
FAST response' Simply load GRAPHICS 
TOOLKIT, which repOM'' 

II own program lo 
el GRAPHICS TOOLKIT uses only 2K of 
tti the 
"iers TOOlKlT ,1. 



ALL FOR ONLY $11 90 IC5.95) 



This Hi. In.;- 

opies of a demonstration program, 
orehensive instruction bi- • 



■ 







SYNC Magazine 



SEPTEMBERS FEATURE 
PRODUCT 

Gtuicksilva Sound Board 

4096 seperate tones on each of 3 channels 

Volume control of each channel 

White noise generator with pitch control 

Envelope shaping facilities 

Two 8 bit in/ out ports 
OS Sound Board $49.50 

OTHER GUHCKSILVA 
PRODUCTS 

OS Motherboard and OS Connector 

Allows use of RAM pack and up to 2 add-on 

boards. 
5V regulator cures overheating 
Connector and Motherboard plug into back 

of ZX 
Permits use of add-ons such as OS Sound 

Board, OS Hi-Res Graphics Controller, and 

QS Programmable Character Generator 

OS Motherboard $2775 

QS Connector $9.25 

QS Hi-Res Graphics Controller 

256 (horizontal) by 192 (vertical) 

Has 2K of ROM and 6K of RAM — fully buffered 

No software required 

Easily connected to QS Motherboard 
QS Hi-Res Bd $159.95 

QS Programmable Character Generator 
Program up to 128 different characters at a 

time 
Characters are stored in IK of RAM on the 

board 
Each character is built on an 8x8 square 
No charge is necessary to existing programs 
Operating cassette included 
QS Character Bd $49.50 

QS 3K RAM Boards 

Gives total of 4K of RAM 

Does not suffer from "amnesia'' and 

"shrinkage" 
Plugs into rear port of ZX or QS Motherboard 
QS 3K RAM $3475 

Software 

QS Harmony 

A program designed to exploit the musical 

potential of the QS Sound board $8.95 

QS Asteroids 

ZX-81 + 4K RAM minimum $9.95 

QS Invaders 

ZX-81 + 8K RAM minimum $9.95 



QS Defenders 

ZX-80 or 81 8K ROM + 4K RAM minimum$9.95 
All QS software is recorded twice on quality 

cassettes 
All are written in machine code for fast 

moving graphics 
The programs have received very good ratings 

JP GIBBONS 

Personal Banking System 

Single key operation 

Search by check number, description or 

amount 
File can be displayed, printed, added to, 

cancelled or amended 
Validation of entries 
Requires 16K and cassette 
Personal Banking System $19.95 

MELBOURNE HOUSE 

Books 

Not only 30 programs for 

The Sinclair ZX81 $14.95 

Machine language made simple 19.95 

ZX81 ROM Disassembly Part A 8c B$ 14.95 each 

(2 volumes) — Dr. Ian Logan 
Understanding Your ZX81 ROM 19.95 

Dr. Ian Logan 
The Sinclair ZX81 basic course 35.00 

Cassette Tapes 

ZX Chess - 16K ZX80^K7ZX81 24.50 

10 Exciting Programs- IK ZX81 14.95 

Adventure A - 16K ZX80-8K/XZ81 19.50 

Adventure B - 16K ZX80^8K/ZX81 19.50 

Adventure C - 16K ZX80^8KyZX81 19.50 

Spacetrek — 16K ZX81 14.95 

Directory/Record— IK ZX80-8K/ZX81 14.95 
with listing 

Reversi— IK ZX80^8K/ZX81 14.95 

Super Invasion - IK ZX80^8K/ZX81 14.95 

Wallbusters- IK ZX80-8K/ZX81 14.95 

ZX Galaxians - 16K ZX81 14.95 

ZX Bug Utility Program -16K ZX81 2430 



If you are a producer of quality hardware or 
software for Sinclair products and are interested 
in having a U.S. or Westcoast organization 
marketing your products we would like to hear 
from you. 

NO HANDLING OR SHIPPING CHARGES 
Washington residents add 6.5% sales tax. 



P.O. Box 2288, Redmond, Washington 98052 



being fairly quiet (ComputerTowns 
please note). You can pick this sound 
up from the cassette ports if you so 
wish. I'd say these facilities are more 
likely to be used for sound effects than 
composing symphines. 

That's really all I have to say about 
the Basic. It is a very good implementa- 
tion for a machine of this size. A 
PAINT instruction would have been 
nice to fill in graphics shapes, but I 
think it would look a bit weird in multi- 
colour mode with the colours changing 
at each character boundary. A routine 
to do this should be simple enough. I 
think the screen resolution is quite ade- 
quate for most personal users of the 
machine. In fact you can churn out 
some quite stunning effects using 
DRAW, PLOT, CIRCLE and the user- 
defined characters. 

Before moving on to documentation, 
here's a list of the disk commands just 
to whet your appetite: CAT, CLOSE, 
DELETE, ERASE, FORMAT, MOVE, 
OPEN. CAT is probably short for 
Catalogue which lists the files on a disk. 
MOVE probably copies a file from one 
place to another. The others are self- 
exaplanatory. 

Documentation 

Two manuals come with the Spectrum 
— a thin but useful introduction for the 
complete novice and a thicker one 
which explains things in depth. A lot 
of effort has been put into this latter 
manual. It is professionally presented 
and easy to read. Unfortunately, I was 
given a photocopy of the final proofs 
and it contained no index and no table 
of contents. I read the whole manual a 
couple of times before starting the 
review and I found it a real problem to 
find things that I knew were there 
somewhere. I must admit that the style 
wasn't to my liking; it's a little verbose 
and the individual chapters seem to lack 
structure. I also found the inevitable 
errors which might cause a beginner 



What about the 81 ? 

It was no secret that * Uncle' Give 
was going to launch a knockout micro 
— he's put a bomb under the industry 
twice already, producing machines 
which brought computing power with- 
in everybody's reach at prices which 
drastically undercut the competition. 




A slightly upmarket (by Sinclair 
standards) machine offering colour 
and sound and reasonable graphics at 
a price far, far below that of any 
equivalent machine was a logical step 
to take, especially in view of Sinclair's 
obvious annoyance at being left out of 
the BBC deal. 

What is interesting, though, is that 
the Spectrum does not replace the 
ZX81, as the 81 did the 80 - it's an 
addition to the range and the ZX81 
will continue in production. In fact, 
production of the 81 is to be increa- 
sed to a target of 150,000 a month by 
the end of the year. 

The ZX81 will continue to be ideal 
for the person who wants the lowest 
possible entry cost into computing,' 
says Sinclair. And to prove the point, 
he's knocked £20 off the price of the 
16k RAM pack. 

At the moment Spectrum is avail- 
able only by mail order and is only 
on sale in the UK — there are no plans 
yet to market it through retail outlets, 
as is done with the ZX81 through 
W H Smith, and export versions are 
not planned until the end of the year, 
with the USA being the first (and 
largest) market to get the new 
machine. 
Peter Rodwell 



problems — things like a minus sign 
being printed instead of equals, for 
example. The manual certainly seems 
to cover everything, so if a table of 
contents and a comprehensive index are 
added you'll probably find it adequate. 
It's certainly an improvement on many 
manuals on the market. 

Potential use 

This is the first machine that I've 
reviewed since the Atari two summers 
ago that I would actually buy — in fact 
I will have probably ordered one by the 
time you read this. I would use it for 



fun, for fooling around with graphics 
and for programming in Z80 code. I 
would treat it as a hobby machine, a 
way of relaxing. My children have 
already become very interested in the 
graphics capability and I see this as a 
way of giving them a real understanding 
of mathematics. A Logo system on this 
at the right price would go down an 
absolute treat — if anyone out there 
thinks of doing it, I'd love to review it. 
Of course, there are those who want 
to learn to write programs. Once again, 
this is an excellent machine to cut your 
teeth on. I think that schools and 



ZX 80/81 
1 6K RAM 



Plug in and Run- 



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To Order: 



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or Phone: 805/482-3604 

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Cal. Residents Add 6% Sales Tax. 



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36 



SYNC Magazine 



homes have got to be the prime targets 
for Spectrum at the moment. 

Later on when the disk drives appear, 
this may change. At a predicted £50 for 
a 100k drive, a lot of people who will 
have written the Spectrum off as a 
hobby machine will have to think again. 
Add to that a £20 combined KS232 
and communications facility, and you 
could be talking about some very 
interesting and fairly sophisticated net- 
works. At that stage, it becomes a very 
real prospect for schools looking for a 
fairly grown-up system, but one which 
can involve as many pupils as possible. 
At Sinclair's prices could we possibly 
be heading for the 'one on every desk' 
scenario painted by so many futurolo- 
gists? 

Until those disks arrive there is no 
great office potential for the Spectrum. 
Once they're on stream then it's pro- 
bably just a question of appropriate 
software. Information management and 
Visicalc-type applications would seem 
to be the most likely and, because of 
the price of the television, they will 
probably be used with portable black 
and white machines. No doubt the 
dedicated will take their Spectrums (or 
is it Spectri?) home to plug into the 
colour TV. Most people will probably 
wait until Sinclair announces a flat 
screen colour television. The network 
idea could then be useful in offices for 
things like telephone directories, notice- 
boards and memos. 



Prices (inc VAT) 
16k Spectrum 
48k Spectrum 
32k Memory 
Microdrive disk 
RS232 + Comms 
ZX Printer 



£125 

£175 

£60 

(estimated) £50 

(estimated) £20 

£59.95 



Conclusions 

Well, for the benefit of those who only 
read the first and last paragraphs of 
these reviews here are my conclusions: 
Clive Sinclair has produced a very good 
16k personal computer which offers 
colour, high resolution graphics and 
limited sound for just £125. That 
represents very good value for 
money provided that this is the sort of 
machine you want. It is ideal for people 
who want to learn about computing and 
have a lot of fun while they're doing it. 
Given the right sort of graphics-based 
educational software, it can bring 
people very pleasurable ways of learning 
subjects such as mathematics and 
geography. Once the games programs 
start to appear, a lot of people will use 
it just for that, although it does seem a 
bit of a waste. 

Later on, the provision of disk drives 
and communications facilities will make 
it an even more serious contender for 
the school markets and it will begin to 
creep into businesses. When the flat 
screen television appears then I suspect 
that the business interest will rise 
because the price will be far more 
appropriate. Bulletin boards, memos, 
telephone directories, spreadsheet cal- 
culation and information management 
seem to be the most likely applications 

The 'proper' keyboard is "a distinct 
improvement on its predecessors, but it 
still doesn't achieve — or try to achieve 
— the quality of an IBM. All the old 
regular Sinclair features are included — 
the single keyword entry and the auto- 
matic syntax checking as you enter each 
command, for example. 

My verdict? The best value for 
money you can find today! % 

/ would like to thank John Mathieson 
of Sinclair Research for so patiently 
answering my questions. 



BM1 
BM2 



4.8 
8.7 



BM3 
BM4 



_ Benchmark timings . 

21.1 BM5 



20.4 



BM6 



24.0 
55.3 



BM7 
BM8 



80.7 
25.3 



All timings in seconds. 



.Technical data . 



CPU: 3.5MHzZ80A 

Memory: 16k Dynamic RAM, 16k ROM, 32k expansion option 

Keyboard: 40 keys rubber moulding. 183 functions + 8 colour labels. 

Auto -repeat 

Screen: Domestic colour television. 8 Colours or 6 grey shades. 

Cassette: Domestic recorder. 

Disk drives: To be announced. 100k per drive. 

Ports: To be announced. RS232 & comms. 

Language: Basic in ROM 



Sin ware's 



HOT Z 



HOT Z is a program designed to give you 
the control and understanding of your 
computer's soft side that you will need to 
get the most out of the new generation of 
ZX equipment. Use it to manage the con- 
tents of that 64K memory or to write I/O 
routines for peripherals. Use it to under- 
stand your ROM and get the best out of 
your hardware, or to learn machine pro- 
gramming, which is much less forbidding 
when you have the power of HOT Z's 40 
commands at your fingertips. 

HOT Z provides: 

• Disassembly of Z80 code, floating- 
point code, CHR$ code, with named 
system variables and no warmed- 
over 8080 jingo. 

• The ability to annotate your memory 
with hundreds or thousands of labels 
for better understanding of programs 
and files. Full set of HOT Z labels 
supplied. 

• Easy cursor-guided entry of machine 
programs with instant disassembly of 
each step. 

• Edit functions to insert, delete, trans- 
fer, clear, search, load or save blocks 
of memory. 

• Single or multi-stepping of programs 
anywhere in memory, even ROM or 
above 32K, with full display of regist- 
ers and flags. 

• Smooth fast 24-line displays at all 
times. 

• Instant access to command prompt 
displays. 

• 50 pages of instruction and docu- 
mentation. 

• An expandible system: Assembler 
available soon. 

HOT Z shares memory space with BASIC 
programs, is stable, friendly, and re- 
freshes the flip-flops that other programs 
cannot reach. Special versions for 16K 
RAM, 32K+ RAM, ZX80 or 81. Specify. 
$19.95 ppd. 

SINWARE 

BOX 323, DIXON, NM 87527 



July/August 1982 



37 



8K ROM; IK RAM 



Double Your Memory 



J. Wayne Schneider 



Ed. -A WORD OF CAUTION: Any 

hardware project for your computer must 
be approached with extreme caution. 
SYNC cannot he responsible for any 
problem that may arise from attempting 
hardware projects. Obviously, any dam- 
age to your computer can be costly in 
time and money. 



The first few days of working (playing?) 
with a new Sinclair ZX81 are filled with 
anticipation, excitement, and, for the kit 
builder, triumph and pride. Seeing that 
little black K on the screen when the 
ZX81 is first powered up brings exclama- 
tions of joy from the new programmer 
and a questioning stare from uninitiated 
bystanders. Alas, all of this excitement 
soon dwindles into frustration with the 
first attempt to impress a sceptic viewer 
with a simple random graphics display. 
There is not enough RAM for even one 
full screen and a modest program. 

Do not despair! There is a reasonably 
quick and almost painless solution. 
Although the ZX81 was designed to be 
inexpensive, a foresighted designer has 
provided the circuitry to use a 2K x 8 bit 
static RAM on the circuit board. The 
whole process involves removing the two 
21 14s at IC4a and IC4b, installing a 2K x 
8 RAM at IC4, and adding a jumper at 
L2. If you are lucky enough to have a 
ZX81 with a 4118 RAM, you will not 
even have to change IC sockets. Simply 
remove the 4118, install the 4802 in its 
place, and change the jumper at LI to L2. 
One warning for those with factory built 
computers: performing the procedure 
described here will void your warranty. 

J. Wayne Schneider. 1601 South 450 West, Prove, 
UT 84601. 



Preparations 

You will need a clean, dry workspace 
at least two by four feet. The area should 
be well-lighted and protected from solder 
drippings. An old bath towel spread over 
a table makes an excellent surface on 
which to work, but make sure it is an 
expendable towei before you burn a hole 
in it with a hot soldering iron. Further- 
more, it protects both the table and the 
ZX81. 

You will also need the following: 

1) A light, 15-25 watt soldering iron 
with a fine tip. 

2) Fine gauge rosin core solder. 

3) A pair of sharp wire cutters. 

4) A Phillips screwdriver with a no. 1 
point. 

5) A 2K x 8 static RAM. These are 
manufactured by several companies. 
Mostek's 4802 is no longer being manu- 
factured, but it is still available from many 
electronics supply stores. Mitsubishi 
makes an equivalent part that costs less, 
number M58725P. Hitachi's CMOS part, 
number 6116, which requires considerably 
less power, is your best bet if you are 
concerned about the ZX81 overheating. 
Others are the Toshiba 2016, the Fujitsu 
MB8128, and the NEC part 4016. 

If your ZX81 has the two ICs labeled 
uPD2114LC, you will need to buy a 24 
pin DIP socket for the new RAM or else 
two 12 pin SIP sockets. The DIP (dual 
inline pin), socket is structurally better, 
but the SIPs can be installed without 
removing the old 18 pin socket. You will 
need some solder wick to help with the 
desoldering of the old 18 pin DIP socket 
if you are going to add a 24 pin DIP 
socket. 

New rubber feet or glue will be needed 
when you reattach the rubber feet to the 
back cover of the ZX81. 



When you have all of the parts and 
about three hours to spare, you are ready 
to begin. 

Operations 

Get all of the parts and tools together. 
Disconnect the ZX81 from everything, 
especially from the power supply. Place 
it flat in front of you just as though you 
were going to type on it. 

1) Remove the back cover. 

Turn the ZX81 over so that it is posi- 
tioned as shown in Figure 1. There are 
five screws to remove. Only two of them 
are visible. The other three are under the 
rubber feet at positions 1, 4, and 5, 
Carefully remove the three rubber feet 
and save them for later. If you are lucky, 
the sticky will come with them, and they 
can be stuck to a piece of wax paper for 
installation later. Now remove all five 
screws. Notice that screws 4 and 5 are 
shorter. Set these in a safe place. Gently 
lift or pry the back cover off. It should 
come easily without forcing. 

2) Remove the printed circuit board. 
Remove the two screws that hold the 

printed circuit board in place. Note their 
exact position for reassembly. Very care- 
fully lift the circuit board and rotate it 
back towards you until it is face up. Be 
extra careful not to stress or crimp the 
flat tails connected to the keyboard. You 
may now disconnect the keyboard by 
pulling straight and steady on one tail at a 
time. Set aside the cover with the key- 
board attached. 

3) Remove the existing IK RAM. 
Turn the keyboard around 180 degrees 

so that the flat square metal heat sink is 
on the lower left as shown in Figure 2, 
Remove the two 18 pin ICs at IC4a and 
IC4b. These are the 2114 IK x 4 bit 
RAMs. If your ZX81 does not have these 
two ICs, then it will have only one 24 pin 
IC at IC4. Remove this IC. It is a 41 18 IK 
x 8 bit RAM. Save the RAM where it will 
not be subject to extreme temperatures 
or static. 

4) Install the new IC sockets. 

If you are one of the lucky ones whose 
ZX81 came with a 4118 RAM, you can 
ignore this process. Otherwise, carry on. 
Place the new sockets in the lower 12 
holes on each side of location IC4. If the 
SIPs do not fit easily into the holes or if 
you are using a DIP socket, you will have 
to desolder and remove the 18 pin DIP 
socket. Now turn the board over and 
solder the new socket in place. (Caution: 
never bring a hot soldering iron close to a 
chip or any other component. Be sure 
that all the chips have been removed.) Be 
careful with the solder. Use enough to fill 
the hole but not so much that it runs 
down the pins and shorts something out. 
Turn the board back over. 



38 



SYNC Magazine 



.Figure 1: Bottom of the ZX81. 



Figure 2: Board Orientation and IC Location. 








Long screws 



Short screws 



® 



-> @ 




rU 




5) Install a jumper at L2. 

Those who have the 4118 RAM must 
first desolder the jumper at LI. Use a 
short piece of wire bent in a U shape to 
connect the solder pads at L2. Solder it in 
place. Be careful not to get too much 
solder. 

6) Install the new 2K RAM IC. 

Place the new 2K RAM in the new 
socket. It should be oriented with pin 1 to 
the upper left. Finding pin 1 may be a 
problem. The IC will probably have a dot 
etched or molded into the top surface 
adjacent to pin 1. If you cannot find a 
dot, there will be a notch in the center of 
one end. The notch should face away 
from you. If you had a 4118 RAM. be 
sure you are installing into the lower 24 
holes. Nothing goes into the upper four 
holes. Push the socket into place. You 
may find it necessary to bend the pins 
inward to make it fit. After the IC is in 
place, inspect it to be sure that all the 
pins are in their holes and not bent 
underneath the IC. 

7/ Reassemble the ZX8L 

Turn the printed circuit board 180 
degrees so that the square metal heat 
sink is at the upper right. Place the cover 



beneath the circuit board. The keyboard 
tails should form a graceful loop back 
over the upper left corner and into their 
sockets. Be very careful when pushing 
these fragile tails into the sockets. If they 
are bent or torn, you will not have much 
success in getting the ZX81 to work. 
Rotate the circuit board back into place 
in the cover. Check the keyboard tails for 
positon. Screw the board in place with 
two of the short screws at the positions 
you noted in step 2. Replace the cover 
and screw it down using the short screws 
at locations 4 and 5. Do not use the long 
screws in the wrong place. You could 
damage the keyboard. Glue the rubber 
feet into place. When you install the 
rubber feet, place them to the side of the 
screw holes, and you will never have to 
go through that misery again. 

Trouble 

Connect your ZX81 to your TV again 
and plug in the power. If it works, treat 
yourself. If not, check the solder joints. 
You may have to resolder them. Do not 
resolder with the IC in the socket. Check 
the IC for orientation. Be sure all of the 
pins are in the holes. Did you forget the 



jumper? If the computer displays the 
inverse K but will not respond to the 
keyboard, check the tails. They should 
be seated straight in their sockets. The 
fault rarely lies within the RAM IC itself. 
However, that is a possibility. At that 
point you will need someone experienced 
in working with digital circuits to help 
you solve the problem. 

Conclusion 

Now that you are up and running, try 
the following command: 

PRINT PEEK 16389*256-16384 
That should display 2048, which is the 
amount of memory you now have avail- 
able. A full screen requires 704 bytes of 
memory The system variables require 125 
bytes. With IK of RAM, you are left with 
195 bytes for a program. With 2K of RAM 
you are left with 1219 bytes; over six 
times as much program space. Of course, 
the ZX81 Basic does not really dedicate 
704 bytes of memory unless your program 
fills the thirty-second position of every 
line. That will rarely happen, but now 
you can enter a reasonably long program 
and still have a full screen display if you 
want it. *m 



July/August 1982 



39 



ZX81 



SOFTWARE 



DAMES PACKS 



I for 1K ZX81 & 8K ROM ZX80. Eight 
fantastic programs for the 
unexpanded ZX81, including 
DIGICLOCK, 9-LIVES, REACTION TEST, 
GOBBLER and PATTERNS. 
$9.95 ($12.95 in Canada) 



2 for 16K ZX81. Four programs writ- 
ten in BASIC for the expanded 
ZX81. PONTOON, FRUIT 
MACHINE, OXO, and BIO- RHYTHMS. 
$9.95 ($12.95 in Canada) 

J for 16K ZX81 and 8K ROM ZX80. 
Two programs for expanded ZX81 
to keep you entertained for hours! 
3-D 0X0 is written in machine code and is 
hard to beat. MARS RESCUE is a com- 
pulsive adventure game. 
$9,95 ($12.95 in Canada) 

4 for 16K ZX81. ZOMBIES — escape 
as they chase you around Zombie 
Island. Lure them into the pits, but 
don't fall in yourself. MOUNT MAYHEM — 
can you reach the 20,000 foot summit? 
Look out for Yeiis and other hazards! 
$9.95 ($12.95 in Canada) 

DICTATOR 

Fantastic new adventure game for 16K (or 
greater) ZX81. You have just become 129th 
ruler of Ritimba with a single goal in mind: 
take full advantage of the situation for 
your own good. You have to deal with a 
handful of factions: unruly army, 
downtrodden peasants — but you have 
the secret police on your side. 

$14.95 ($17.95 in Canada) 

CONSTELLATION 

Turn your ZX81 into a telescope with this 
amazing 16K program. Produces a simula- 
tion of the night sky as seen from any 
position on Earth at any chosen time this 
century. You may point your telescope in 
any direction, move it up, down, left or 
right, zoom in or out. Stars may be 
displayed by magnitude or constellation 
$14.95 ($19.95 in Canada) 



CHESS 



A challenging chess programme, written 
in machine language, designed to operate 
in the ZX81 fast mode. ZX Chess allows 
you to select from 6 levels of play, choose 
either black or white, and enables castling 
and en passant moves. Unique "self- 
running" feature: you start the tape and 
when the chess board appears on the 
screen, start your game. 
ZX CHESS! N ow $12.95 




On 
Cassette 



IXAS 



Assembler 



Now you can use the full power of the Z80 
microprocessor without having to 
laboriously POKE in instruction codes. 
This full specification Z80 assembler 
assembles all the standard Zilog 
mnemonics, which are simply written into 
REM statements (more than one per line is 
allowed) within your BASIC program. 
When assembled, the assembly listings, 
together with assembled codes and 
adresses, are displayed on the screen. 
The assembled code is executed by USR. 
The program occupies 5K, is situated at 
the top of the memory, and is protected 
from overwriting. This means that ZXAS 
may be used in conjunction with ZXDB 
(see below), providing an extremely power- 
ful machine code system normally only 
found on very expensive computers. 
The program is available for both the ZX81 
and the 8K ROM ZX80, and in both cases, 
the 16K RAM pack is required. Despite the 
low price, ZXAS is a FULL- 
SPECIFICATION assembler, and is a must 
for all serious ZX users. Full documenta- 
tion on how to use the assembler (in- 
cluding a list of the mnemonics) is sup- 
plied. 
$9.95 ($12.95 in Canada) 

VVJID Disassembler/ 

minrnJU Debugger 

The perfect complement to the ZXAS 
assembler, ZXDB is a complete combined 
machine code disassembler and debugg- 
ing program. Like ZXAS, it is itself written 
in machine code for compactness, and 
may be used in conjunction with ZXAS, 
still leaving about 9K of memory for your 
own program. 

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Part 3 



Understanding Floating-Point 

Arithmetic Ian S. Logan 



In this article on floating-point arith- 
metic we will consider the algorithms that 
are used in the 8K ROM program to 
perform the operations of subtraction, 
addition, multiplication, and division. The 
8K ROM program has four separate 
subroutines for performing these arith- 
metic operations. The hex addresses of 
their entry points in the 8K ROM 
(improved) are: 

Subtraction: 174C 
Addition: 1755 
Multiplication: 17C6 
Division: 1882 

In each case the subroutine performs 
its operation on the top two floating-point 
numbers found on the "calculator stack," 
and returns the result as a single floating- 
point number that replaces the "lower" of 
the two operands. The pointer to the end 
of the calculator stack (STKEND) will 
point five locations lower after each 
operation in consequence. 

Now, before going into the details of 
these four subroutines, let me recap how 
a floating-point representation of a deci- 
mal number is produced. 

In the ZX80/81 system floating-point 
numbers occupy five bytes. The exponent 
takes one byte, and the mantissa, four. 

The first stage, therefore, is to consider 
your decimal number in E format. It is a 
convention that the mantissa has only a 
fractional part and thereby starts with a 
decimal point. To illustrate the process 
let us take the number 456. 

The decimal exponent will be +3, and 
the decimal mantissa will be .456. Note 
that the number is positive. 

Next the operations should be repeated 
in binary to obtain a "true" binary floating 
point. The binary representation of 456 is 
1 1100 1000. The exponent is +9 or 1001 
and the mantissa will be 1 1 10 0100 



Dr. Ian S. Logan, 24. Nurses Lane, SkeHin«thorpe 
Line Ion. LN6 OTT. U.K. 



Now the exponent and mantissa can be 
made up to the correct size and expressed 
in hex as follows: 

Exponent: 09 (1 byte) 
Mantissa: E4 00 00 00 (4 bytes) 
To obtain the correct Sinclair repre- 
sentation there are two further conven- 
tions to follow: 

1) Add 128d (80h) to the exponent. 

2) Replace the first bit of the mantissa — 
it is always set!— with a zero if the number 
is positive. 

Hence, the final representation for 456 
will be: 

89 64 00 00 00 in hex, or 
137, 100, 0, 0, in decimal. 
Now let us consider the actual sub- 
routines. 

Subtraction 

The subroutine that is uniquely used 
for the operation of subtraction is very 
short as the algorithm used is to change 
the sign of the subtrahend (the number 
being subtracted) and then to proceed 
with an addition. The actual steps are: 

1) Fetch the subtrahend and return if it 
has the value 0; i.e., 456 - is always 456 
and the operation of subtracting a zero 
can be ignored in all cases. 

2) Fetch the first byte of the mantissa 
of the subtrahend and "flip" the sign 
bit-the first bit: 456-315 = 456 + (-315). 

3) Proceed to add the two numbers. 

Addition 

This subroutine is fairly complicated as 
it has to cater for simple additions of 
positive numbers whose results are 
"within range," for additions with negative 
numbers, and for additions that go "out 
of range." 

The essential parts of the subroutine 
are, however, fairly easy to explain. The 
steps are: 

1) Fetch the augend (the first number 
of the addition). Reduce the exponent by 



July/August 1982 



80h, restore bit 1 of the mantissa if the 
number is positive and make a note of the 
sign of the number. The augend is now in 
a "true" floating-point form. 

2) Fetch the addend (the second num- 
ber of the addition) and produce its "true" 
floating point form. 

3) Compare the "true" exponents 
against each other and, if the addend is 
larger than the augend, switch over the 
numbers. I.e., when adding 456 + 38, the 
exponents in decimal are +3 and +2, so 
leave as is. But, when adding 38 + 456, 
switch over the numbers to make 456 + 
38. 

4) Find the "difference" between the 
exponents. This difference is the "amount 
of shift" that will be needed to "line up" 
the addend for the actual addition. This 
can be shown in decimal as follows: 

456 + 38 is (.456 E + 3) + (.38 E + 2) 
The difference in the exponents is +1, 
and the addend is shifted one place to the 
right to make the addition: 

(.456 E + 3) + (.038 E 4- 3) 
Now the true addition takes place 
between the mantissas, and the result is 
(.456 + .038) E + 3 = .494 E + 3 = 494 

5) Therefore shift the addend right- 
wards if needed and add the two numbers 
— the mantissas— together. 

6) Normalize the result if it is not 
normal. 

In binary floating-point the above addi- 
tion of 456 4- 38 becomes: 
456 is 137, 100,0,0,0 

with a "true" form of 9, 228, 0, 0, 
38 is 134,24,0,0,0 
with a "true" form of 6, 152, 0, 0, 
The augend is larger than the addend so 
the numbers do not need to be switched 
over, but there is a "difference" of +3, so 
the addend has to be shifted three places 
to the right to line it up with the augend. 
Thus 

456 stays as 9, 228, 0, 0, 
whilst 38 becomes 9, 19, 0, 0, 
The two mantissas can now be simply 
added together to give the result 
456 + 38 = 494 as 9, 247, 0, 0, 
This result does not change with nor- 
malization but with the exponent aug- 
mented and the sign byte entered it 
becomes finally: 

494 is 137, 119,0,0,0 
Note that, when an addition involves 
negative numbers, the subroutine 2's 
complements the negative mantissas, and 
that, if the final result is to be negative, it 
too will need to be complemented before 
being placed on the "calculator stack." 

multiplication 

The subroutine for multiplication is 
fairly straightforward. For two numbers 
in floating-point form to be multiplied 
together, the exponents are simply added, 
and the bytes of the "true" mantissa are 

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multiplied together bit-by-bit. The man- 
tissas, being "fractional," when multiplied 
together, decrease in absolute magnitude 
and hence there is no danger of overflow. 
However, the addition of the exponents 
has to be checked for all the instances of 
"underflow" — reaching zero — and true 
numeric overflow. 

The actual steps of the subroutine are 
as follows: 

1) Fetch the multiplier (the first number 
of the multiplication) and return if it is 
already 0; if it is not, form the "true" 
mantissa. 

2) Fetch the multiplicand (the second 
number of the multiplication) and force 
the result to be if it is already 0. If not, 
again form a "true" mantissa. 

3) Make available a set of registers to 
hold the result of the multiplication and 
set a counter to count the 32 times 
required for the multiplication of a pair 
of 32-bit mantissas. 

4) Perform the 32 operations that pro- 
duce the result. 

5) Add the exponents, check for 
"underflow" and "overflow," and finally 
normalize the result. 

As before, the algorithm will now be 
illustrated with decimal numbers before a 
binary example is given. Consider the 
multiplication of 13 * 12 to give 156. When 
converted to normalized E format, the 
problem becomes 
(.13 E+2) * (.12 E + 2) equals (.156 E + 3) 

How is it done? Following step 3 above, 
the result is set to be 0, and a counter set 
for the number of digits in the mantissas— 
in this case, 2. Then the following looping 
is performed the specified number of 
times. 

The steps of the loop are: 

1) Shift the multiplier rightwards and 
note the carry. 

2) Increase the result by the product of 
the carry and the multiplicand. 

3) Decrease the result by shifting it one 
place to the right. 

Now let us look at the example values: 
1st loop 

1) .13 becomes .01 with a carry of 3. 

2) The result, presently 0.0, is increased 
by 3 * .12 to become .36. 

3) Decrease the result, by shifting right- 
ward, to make .036. 

2nd loop 

1) .01 becomes .00 with a carry of 1. 

2) The result, presently .036, is 
increased by 1 * .12 to become .156. 

3) Decrease the result, by shifting 
rightwards, to make .0156. 



This value of .0156 is the mantissa that 
goes with the exponent obtained by 
adding the "true" exponents, and the 
result is presently 0.156 E + 4 which 
upon normalization becomes .156 E + 3 
which is the expected result. 

In binary floating point 13 * 12 
becomes 

(132, 80, 0,0,0)* (132, 64, 0,0,0) 
with the result 156 being 136, 28, 0, 0, 

The "true" exponents of both 12 and 
13 are 4, and the first nibbles (the first 
four bits) of the "true" mantissas are 
13: the bits 1101 
12: the bits 1100 
In this example for simplicity the multi- 
plication will be made between two 4-bit 
mantissas to produce an 8-bit result. The 
full operation is 32 bits by 32 bits. 

Now let us consider the loops. 

1st loop 

1) The multiplier, 1101, is shifted to the 
right to give 01 10 and the carry equals 1. 
1. 

2) The result goes from 0000 to 1 100 
and is itself shifted to give 0110. 

3) The end multiplier bit was set, so the 
present multiplicand was added to the 
result before it was shifted. 

2nd loop 

1) The multiplier goes from 0110 to 
0011. 

2) There is no addition of the multipli- 
cand, but the result is still shifted to give 
00110. 

3rd loop 

1) The multiplier goes from 0011 to 
0001. 

2) The result is increased by adding the 
multiplicand; 001 10 becomes 1 1 1 10. 

3) This is shifted to become 01 1 1 10. 
4th loop 

1) The multiplier goes from 0001 to 
0000. 

2) The result goes from 011110 to 
1.00111. 

3) When shifted, it becomes 10011100 
(8 bits given). 

The exponents are now added and the 
5-byte "true" number is formed as 

8, 156,0,0,0 
which, with the exponent augmented and 
the sign bit reset, is 

136, 28, 0, 0, 
and that is the floating-point representa- 
tion of 156. 

Division 

Of all the arithmetic subroutines, divi- 
sion is the most complicated and the least 
understood. It is particularly interesting 



44 



SYNC Magazine 



to note that the Sinclair programmer 
himself has made a mistake in his pro- 
gramming (or has copied over someone 
else's mistake!) for 

PRINT PEEK 6332 ("unimproved" 
ROM, 6351) 
should give 218, not 225. 

To divide one number into another in 
floating-point form requires subtracting 
the exponents and dividing the mantissas 
bit-by-bit. Care must be taken to get the 
correct exponent for the result because 
there is a "borrow" to be taken into con- 
sideration. 

The actual steps of the subroutine are 
as follows: 

1) Fetch the divisor (the second number 
of the division) and give REPORT-6 if it 
is 0; otherwise, form the "true" floating- 
point form. 

2) Fetch the dividend (the first number 
of the division) and form its "true" 
floating-point form. A return is made if 
the dividend is as there is no need to 
divide into 0. 

3) Set a counter to the number of bits 
in the mantissas. In the actual 8K ROM 
program the counter is used for 34 loops 
as extra accuracy is sought — but then lost 
because of the "programming error." 

4) Perform the looping operation. 

5) Subtract the exponents and adjust 
for the "borrow" before, finally, normal- 
izing the result as usual. 

As before, the operation will be illu- 
strated in decimal and binary arithmetic. 
Consider the division of 486 by 3 to give 
162 which, when converted to E format, 
is (.4S6E + 3)/(.3E + l) = .162E + 3 

So, the steps are: 

First, set a counter to 3 as there are 
three significant figures in the dividend. 
Second, perform the following division 
loop three times: 

a) Subtract the divisor from the present 
dividend. If it does "go," count the times 
that it does and proceed. Else, restore the 
dividend and proceed with the count at 0. 

b) Rotate the "times count" leftwards 
into the result, initially 0. 

c) Shift the present dividend also left- 
wards and note carefully whether or not 
a carry is produced. If there is no carry, 
go to 1 on the next loop; but, if there is 
carry, then the divisor will definitely "go" 
into the dividend, and this is done directly 
before going to 2 for the next loop. 

Now let us see the example values. 
1st loop 

1 ) .486 - .3 does go once, so make the 
subtraction to give a new dividend of . 186 
and a "times count" of 1. 

2) Make the result 1. 

3) Shift the dividend leftwards and note 
that there is carry. 



2nd loop 

1) The divisor is now subtracted as 
many times as it will go; i.e., 1.86 — .3 
can be done 6 times and the dividend 
becomes .06. 

2) The "times count" of 6 is rotated 
into the result which goes from 1 to 16. 

3) The dividend is now shifted left- 
wards, with .06 going to .6 with no carry. 
3rd loop 

1) The present dividend is divided by 
the divisor, giving a "times count" of 2. 

2) This "times count" is then rotated 
into the result which thereby goes from 
16 to 162. Strictly, this should now be 
read as .162. 

The exponents of +3 and +1 can now 
be subtracted from each other to give 
+2, the "borrow" taken into consideration 
to make it +3, and the final result consid- 
ered as .162 E + 3. 

Certain of the above mechanisms are 
difficult to explain in decimal arithmetic, 
but, by repeating the operation in binary 
floating-point arithmetic, I hope these 
points will become clear. 

In binary floating-point the operation 
is 486 / 3 or 

(137, 115, 0,0,0)/ (130, 64, 0,0,0) 
with the result 162 being 136, 34, 0, 0, 0. 
The "true" exponent for 486 is 9 and for 3 
it is 2. In this case the division simplifies 
to .11110011 /. 11000000 
and there will be eight loops to consider. 

1st loop 

1) Trial subtract the divisor. It does go 
once so the dividend becomes .0011 
0011. 

2) The "times count" goes into the 
result to make it .0000 0001 and the 
dividend is rotated to give .01 10 0110. 

2nd loop 

1 ) The subtraction does not go. 

2) So the result becomes .0000 0010 
and the dividend .1100 1100. 

3rd loop 

1) The subtraction goes, giving a divi- 
dend of .0000 1 100. 

2) The result becomes .0000 0101 and 
the dividend is shifted to give .0001 1000. 

4th-6th loops 

1) On no loop does the subtraction 

"go-" 

2) Hence the result becomes .0010 1000 
and the dividend is . 1 100 0000. 

7th loop 

1) The subtraction goes, leaving a 
dividend of 0. 



2) The result becomes .0101 0001. 
8th loop 

1) The result still has to be shifted, 
although the dividend has been 
exhausted. 

2) It becomes finally .1010 0010. 

The exponents are now subtracted: 9 - 
2 — 7. The 'borrow" is considered to give 
a final exponent of 8 and this makes the 
result: 

"true": 8, 162, 0, 0, 
in Sinclair form: 136, 34, 0, 0, 
which is decimal 162. 

The reader is encouraged to try the 
operations for any other values. Further 
details of the arithmetic routines can be 
found in Sinclair ZX81 ROM Dis- 
assembly, Part B by Dr. Ian Logan and 
Dr. Frank O'Hara. {Ed. — This work is 
available from several sources. See the 
ads in this issue. ) 5i 




CHIRPER module for your ZX81 

The CHIRPER module lets you enter keyboard 
data fast and accurately. A sound can be heard 
when a key has been entered enabling you to 
spot a double entry or missed entry without 
looking up at the screen. 

The CHIRPER module lets you hear sound 
patterns of a program running. Sound effects 
can be created. Included is a program that plays 
a tune of random notes on 1 K or 2K machines. 
The CHIRPER module installs easily mside the 
ZX81 case with only 3 wires to connect. Com- 
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To order your CHIRPER send a check or 
money order. We pay the postage in the USA,, 
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ounces. 

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3584 Leroy, Ann Arbor, Ml 48103 



Juty/August 1982 



45 



PRODUCTS THAT SUPPLEMENT NATURE'S COMPUTER 



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MATRIX PLANNER-16K 
An "electronic spreadsheet" 
that replaces your paper and 
pencil. In the home, use to 
establish, maintain and 
revise the family budget. In 
the office, use for financial 
forecasts, engineering cal- 
culations, productivity anal- 
yses, pricing, estimating 
and production scheduling. 
Hardware required: 16K 



SPACE INTRUDERS-16K 
Play the world famous 
arcade game! Defend your 
position with three laser 
guns under your command. 
40 alien ships in each squad- 
ron, defeat one squadron, 
another will follow. Action 
speeds up as the game 
progresses. Hardware 
required: 16K 



DATA BASE/FAST 
FILE-16K 

An all-purpose business ori- 
ented filing and reporting 
data-base manager. Ideal 
for maintaining personnel 
files, catalogues, expense 
accounts, controlling sales 
leads and keeping accurate 
client records. At home, 
use for Christmas card 
lists, family health and 
dental records. Hard- 
ware required: 16K 

GULP-16K 

Everyone's favorite game of 
maze pursuit and counter- 
pursuit. Try to escape from 
the relentless ogre through 
five different maze formats. 
At the same time, accumu- 
late points as you gulp 
everything in your path. 
Quick reflexes a must! 
Hardware required: 16K 



ADVANCED MACHINE 
CODE MONITOR-16K 

Here is the tool to help you 
direct your machine through 
the forest of machine code 
and hexadecimal. Test 
machine-code instructions 
in operation. Examine the 
ROM and see how any 
BASIC statements you 
write are stored in the RAM. 
Comes with a detailed 
user manual. Hardware 
required: 16K 

CHESS-1K 

Displays board positions 
and keeps separate records 
of plays made. Hardware 

required: 1K 



TO ORDER: 



Complete the order form below and mail to: 

MINDWARE. INC. 

70 BOSTON POST ROAD 

WAYLAND, MASSACHUSETTS 01778 



QUANTITY 



SIGNATURE 



ITEM 



ITEM PRICE 



TOTAL 



NAME (PLEASE PRINT) 



ADDRESS 



You can pay by check, Visa or MasterCard. 
Fill in your complete address in detail and 
include your zip code. Please allow six to eight 
weeks for printer delivery, 

PAYMENT METHOD 



MW 100 PRINTER 


$1ig.95 




MW10O SHIPPING 




4.95 


PRINTER TOTAL 


MATRIX PLANNER 


39.95 




DATA BASE/FAST FILE 


49.95 




1K CHESS 


14.95 




GULP 


14.95 




ADVANCED MONITOR 


24.95 




SPACE INTRUDERS 


11.95 




SOFTWARE SHIPPING 




1.95 


SOFTWARE TOTAL 


TOTAL PRINTER AND SOFTWARE 


MASS. RES. 5% SALES TAX 


TOTAL 



LZI CHECK ENCLOSED 
D VISA 

CD MASTERCARD 
ACCOUNT NUMBER 



EXPIRATION DATE 



CITY 



STATE 



ZIP 



4K ROM; 16K RAM 
8KROM;16KRAM 



ZX Destroyer 

Raymond Fowkes 




ZX Destroyer is a fast moving action 
game which is written in a hybrid Basic 
machine language program to create a 
continuous, flicker free display. The 
machine language code routine is a care- 
fully synchronized program loop which 
controls the laser base, alien ship, and 
video display. The Basic section provides 
the initial set-up and ending. 

4K ROM Version 

Loading the Machine Code 

The machine code routine is placed in 
a REMark statement at the beginning of 
the program. Remember, whenever you 
are working with machine code, save 
frequently. It is hard to save too often! 

1 ) Type in the lines in Figure 1 very 
carefully. Just enter the numbers one after 
another. Do not enter the spaces; these 
are included only for your convenience. 
Note also that the O's in lines 1 and 2 are 
not zeros. It is suggested that you SAVE 
after entering each REM line. 

2) Type in the checker routine in Figure 
2. 

3) Press RUN and NEWLINE and wait 
for the results. 

4) Unless you are one of the lucky few, 
the computer will indicate a mistake in 
one of the four REM lines. If so, go back 
and recheck your entry. Correct the 
indicated line. Repeat this procedure until 
the result is "PROGRAM OK," SAVE 
the corrected version. You are now about 
90% sure that the machine code routine 
will run correctly. 



Raymond Fowkes, PO Box 336. Coalifiga < \ 
93210. 



5) Enter the lines in Figure 3 over the 
existing ones and RUN. The machine 
code program has now been processed 
and stored in line 1. Do not LIST line I or 
press HOME! Doing so couid crash the 
program and ruin all the work you have 
just done. SAVE. 

Entering the Basic Program 

1 ) Erase lines 2-120 by entering the line 
number and hitting NEWLINE. 

2) Enter the program in Figure 4 exactly 
as printed. This provides the set-up for 
the game. SAVE again. 

3) Press RUN and NEWLINE. 

4) In the center of your display you 
should see the alien space ship with the 
alien in the middle of his control dome. 
Two powerful rotating screens protect 
the bottom of the ship. You will also see 
the invader's laser moving back and forth 
underneath the ship. It will fire when your 
laser base comes into range. 

5) In the lower left corner of the display 
you will see a "$" which represents one of 
your laser bases. In the upper left corner 
the display will tell you how many func- 
tioning lasers you have. 

6) If the screen display does not match 
the description in 4) and 3) above, go 
back and check your Basic program or 
reenter your machine code routine. If 
neither of these works, wait for the next 
Glitchoidz report! 

8K ROM Version 

The 8K ROM version is very similar to 
the 4K ROM version and gives flicker 
free action in the FAST mode. 

Loading the Machine Code 

1 ) Load the the machine code in Figure 
6 as in step 1 in "Loading the Machine 



Code" above. This code is a modification 
of the 4K ROM version. Unlike the 4K 
machine the 8K machine allows you to 
LIST the REM lines without crashing the 
system. 

2) Enter the checker program in Figure 
7. RUN the program in FAST mode. 

3) After several seconds of processing, 
the computer will indicate a "PROGRAM 
OK" or a mistake in one of the first four 
lines. If you have 2K RAM. editing 
requires a special process. First. LIST the 
line with the mistake. Then execute a 
CLEAR command and EDIT when the 
screen is cleared. You can then make the 
correction and return the line to the 
program by pressing NEWLINE. RUN 
again and make any further corrections 
needed until the result is "PROGRAM 
OK." 

4) Enter the lines in Figure 8 over the 
existing lines. SAVE. 

5) RUN the program. When it is fin- 
ished, the machine code routine will be 
processed and stored in line 1. 

6) Delete lines 20-90 by entering the 
line numbers and NEWLINE. Then enter 
the lines in Figure 9. Line 10 causes CLS 
to fill the screen wjth spaces. If you have 
16K RAM, this is automatic, and you can 
use this line as a place for the program 
name. Lines 100-170 set up the display. 
Lines 180-200 reset the laser indicators 
and start the laser base at the lower left 
corner of the display. Lines 210 and 240 
should be entered only if your computer 
can run in the SLOW mode. 

7) Again SAVE. Then RUN. You 
should see the same screen display as 
above in the 4K version. 



48 



SYNC Magazine 



Figure 1: 4K ROM Machine Code. 



1 HEM 2^1 923 111 117 CY9 I ? A >7 «8D UT8 FXV 
?2S N59 FrfV 22S NAA W^d MAA 9 CK 33X P7l *"TC JlX 
UCn ?,C PIC 9^C F5? 28D UAK 1 T9 ETK QHH CFU K3Q 
TIT 1Q5 UQG ?5a BCK 5SY CF5 729 A9C VA? -S <3 CDT 
CXj 5DC *CG 6XT CK3 2k2 C6^ IY1 Q36 DUA ZFU K3? 
Ui-V IY1 3FU QCI 3CT 3i v X XSE 7EG K3X S8C K63 Y8l 
36D UAJ STG QY3 3AK 587 5HA 3PC G37 LXG CK3 C8 

2 REM FUI CA, 7*K 1ZF UrI K13 271 CG3 XV7 1CK 
31 H A1C G36 U8H UK1 IEB *53 7TG 67Z HUG IBS 97N 
G6Z Kro H7L CG3 6lo £?K CG3 «NK 771 PHK \ZY. 3l± 
973 VAK 1QH ?R9 T27 ZXQ CKB ^C6 643 IE3 Q3* 

ZHU K77 P^H ACJ C7Q X2C KC7 3DU 101 Q/F 012 CIS 

2JI XI Q MrU 9FO 5AJ 7BH ACr 6N3 8DU QK1 111 9?i' 

X2S TiX 2KQ 187 K67 3D7 I VI KEH ACM 6RC r"6L ; U 

3 HEM 211 ll6 111 ill 712 ?73 231 1~1 2^3 ll6 
6l2 712 116 612 k?B 162 778 17^ 151 ^12 l 7 7 9 11 
147*4- i?7 4i7 317 311 121 212 162 361 1^ 7^1 *11 
6?6 212 ^?6 111 i?4 172 7^1 111 317 M6 311 616 
311 716 576 115 7 9 1 121 7^1 111 173 1~1 122 ?U 



OOO IT) 1 "7^ 






199 O 1 A 



731 212 2l6 616 112 171 113 717 6ll 111 721 <*2 

U REM 221 481 112 112 211 212 512 ?6l 171 1° 

111 867 61? 322 2?1 178 1?1 116 7?\ ??.? 212 111 

521 212 111 76l 212 111 76l 222 111 122 17° 111 

213 182 111 S6l 631 HI 721 174 121 178 173 1 9 1 

122 211 111 87? 113 127 211 n? 161 1>3 321 117 

611 ill 43j 211 76i 111 873 111 9 1 9 1°1 1U 1 A 3 

111 631 111 661 m 731 111 '11 874 1 ;47 ^1 A ?2 



Figure 2: 4K ROM Checker Program 

10 LET B=0 

20 FOR A« 16426 TO 17419 

30 LET B=B+PEEK (A) -PEEK iA+1 ) 

40 IF A« 16672 THEN IF NOT B«36 
5 THEN GOTO 120 

50 IF A-16920 THEN IF NOT B=65 
THEN GOTO 120 

60 IF A- 1/170 THEN IF NOT B»35 
9 THEN GOTO 120 

70 LET A=A + 1 

80 NEXT A 

90 IF NOT B=22 THEN GOTO 120 
100 PRINT "PROGRAM OK" 
110 STOP 

120 PRINT "MISTAKE IN LINE*"; A/ 
249-65 



Figure 3. 



55 l< 

40 

60 

7o 

80 

90 

\ 00 

1 LO 

1 20 



LET B--= 16427 
FOR A-16427 TO 16916 
POT F_ A, PEEK (&) +PEEK (B+498) * 
)44 

LET B-B+l 

IF B=166/2 THEN LET B=B + 4 
NEXT A 

POKE A+3,254 
POKE h»^2,2 
POKE A+l , 
POKE A, 1 18 
POKE 16403,2 
LIST 2 



Figure 4: 4K ROM Basic ProRram 

100 POKE 16421,24 

110 PRINT "LASER#5##*####*WW" 

120 LET BS»CHR*<131) 



130 PRINT 
*;B*| "W" 

140 PRINT 
D" 
150 PRINT 
16U PRINT 



•#**t**w";B*;B*: "##";B 



'##F";B$, "####" ;B*; 



jCHR* (134 



;CHR*< 134) ; 



■*FE" , " "###tt»RD" 
"#£#####" ;CHR*< 128) ; 

"0##### M ; c;hr* < 136) 

170 LET B*=CHR*(130) 

180 PRINT ,&*;"######" 
> ; "E#tttttt#*NJ" 

190 PRINT , "0#####F" 
CHR« ( 1 36 ) ; "' ###### M ; B* 

200 PRINT , M u#*####SP#+**t##tt M ;B* 
, "#### AAAAAAAAAAAAAAAAAAAAAAAA ", 
"#ttti# AAAAAAAAAAAAAAAAAAAAAAAA " , 
FOR A-l TO 14 

220 PRINT ,,, , 

230 NEXT A 

240 PRINT 

250 POKE 16429,0 

260 POKE 16432, 177 

270 POKE 16437,0 

280 RANDOMISE USR ( 16439) 

300 INPUT A % 

310 CLS 

33o RUN 



_ Figure 5: Sample Opening and Ending. . 

CLS 
20 PR J NT , M ZX" 

PRINT 
40 PRINT 

50 PRINT "SKILL: ##30»BEG INNER* 
TO INEXPERT" 
60 INPUT A 

70 IF l:A OR A , 30 THEN GOTO 60 
80 POKE 16428,^ 
90 CLS 
3 1 F P P E K 1 1 6 4 3 7 ) ■ = 1 6 I HE N G I 
540 
310 CLS 

■ PRINT "YOU WERE DESTROYED" 
330 GOTO 4 
340 INPUT B% 



350 CLS 

360 PRINT 

*" 
370 PRINT 
380 PRINT 
390 PRINT 

r 

400 PRINT 
410 PRINT 
PRINT 



'*# INVADER DESTROYED** 



'CRASH CURSOR" 

'WOULD BE PROUD OF" YO 



"N/L TO PLAY AGAIN" 



July/August 1982 



4. 

430 INPUT B* 
440 IF &*="" THEN RUN 
(or THEN RUN 90; 

Note: To make winning more difficult, 
add this and delete line 70 (to prevent 
memory overflow): 

210 FOR A«l TO 52 

PRINT " + + + + 4+ + -*"; 
235 PRINT 

49 



Fi«ure 7: 8K ROM Checker Program. 



Figure 6: 8K ROM Machine Code. 



i REM G4.1R2E11I117CYQU2BSDUTS 
aU2S7U7392305HU7392U2SMU73SNflRUV 
SHRfi9CM33XF71PTCJlX4CM20CFlC94CF 
5728DUflKlT9ETK0HRCF4K60TlT10SD0G 
75XBCM55YCF5729R9CM4T5X30DTCX35D 
09CG6XTCK3242C6dIY10S6DUMUUK67l, i 
PPIY18UUOCI3CT3MXRSE7E6K6XMKCK6E 
YS 1S6DURJSTGG074HRSFCG37LXGCK30 

2 REM 8UUICRQ7UK1ZUUPIK1S271C 
G3XU71CK31HR1CGB643YUK1IEBOS67TG 
67ZYUCIBS77NG62MPSH7LCGB6ISE7KCG 
BMNK27IPHK1CKB1P97RU9K1QH7R9T27I 
XQCKB2C664BIEBOS6HURZYUK27P9HRCJ 
C70X2CKC78DUIE20HF02201S2JIX10HF 
09F0SRJ7BHRCP6NB8HU0K1I119TYX2ST 
IX2K0187K67SD7IU1KEHRCM6RCF6L7U 

2© REM 2X1317111113.7142782126© 
11 12866 1211 12766 1211 1276612478 ie 
2778174.1514.12127211474-1274-173173 
11121212162361144741211626212426 
11117417274111131741631161631171 
65761157211217411111731211422111 
13111242172176141221116211177217 
1117312122167611182176111117214 

30 REM 24214811121142112125127 
61171272111867612324221178121116 
22142721211162121211176121211176 
12221111221721112131821118616311 
11721174128178173121142211111872 
11312721121211114332111761111143 
32 11761 11 1873118212121 11116311 15 
3111166112173111121187414741652 



50 LET B=0 

60 FOR fi=16509 TO 17516 STEP 2 

70 LET B=B+PEEK R#(PEEK CR+i)- 
1) 

80 LET C= (fi-16507) /126 

90 IF C=2 RND B0 243529 OR C=4 

RND BO488Q40 OR C=6 AND B<>61£ 
608 THEN GOTO 140 

100 NEXT R 

110 IF B0 733561 THEN GOTO 140 

120 PRINT "PROGRAM OK" 

130 STOP 

140 PRINT "MISTAKE IN LINE ";"1 
2 2030" (C-l TO C) 



Figure 8. 



10 REM 

20 REM 

30 REM 

35 REM 

4© POKE 165 21,244- 

5© POKE 16512 . 1 

60 LET B=165I4 

70 FOR R=B TO 17005 

80 IF 8=16760 THEN LET 8=8+6 

9® POKE A, PEEK B + PEEr: VB + S04.* tf 
35-1044 

100 LET B=B+1 

110 NEXT R 

120 POKE 16511,233 

130 POKE A+5,234 

14© POKE ft +4 ^ 

150 POKE ft+3.2 

160 POKE A+2.10 

17© POKE A+l,e 

180 POKE ft . IIS 




EVEN IF YOUR LIGHTS GO OUT 
YOUR COMPUTER WON" 

Introducing 

NiCd Battery Back-Up Units from Syncwware 



PRICES: 

Baby BBU — 39.50 
BBU-1 — 54.50 
BBU-2- 84.50 



• Make your ZX Portable 
BBU-2 runs over 2 hr. 
BBU-1 runs 1 hr. 
Baby BBU runs V4 hr. 

• Make your ZX immune 
to line glitches! 

• Protection against 
brown-outs, blown 
fuses, etc. 




TIRED OF LINE GLITCHES 

GIVING YOUR COMPUTER AMNESIA? 

Let Syncware take the annoyance out of computing. Baby BBU and BBU-1 use ex- 
isting power supply; in case AC iine goes dead or power supply gets knocked out 
of socket, battery takes over until power restored, preventing memory loss. 

BBU-2 contains built-in heavy duty power supply, 
eliminating need for original supply. In addition, 
BBU-2's output is pre-regulated at 8 volts for addi- 
tional glitch rejection, and also lets your ZX run con- 
siderably cooler. DON'T WAIT FOR A SUDDEN 
CRASH BEFORE YOU ORDER YOURS! 



Prices are postpaid in continental 
U. S. Foreign orders — add $5. 00. 
Payment must be in U. S. cur- 
rency Send check, money order or 
international M. O. only. 




SINCLAIR/TIMEX USERS 

NOW SYNERGISTIC OFFERS YOU THE SMART™' CHOICE 
DESIGN 



THE SYSTEM LOGIC KBD-I 

SMART™' KEYBOARD 

ENHANCEMENT FOR 

SINCLAIR/TIMEX 

COMPUTERS 



* •% 4. 4m m» dh +'+ mm mm ■ 
m% mh Jm A mm mm — 



h 






SYSTEM LOGIC — KBD-1 



The System Logic KBD-I Keyboard en- 
hancement offers Sinclair ZX-80, ZX81 
and Timex TS-100 users an intelligent 
keyboard peripheral. 

A KBD-I allows an increase in user 
throughput by as much as 70% while re- 
ducing fatigue factor errors. 

Now enter data and programs quickly 
without having to 'hunt' for key contacts. 
Each key produces 'tactile' feedback in 
addition to employing right-and left-hand 
'smart' shift keys. The KBD-I remains in 
the shifted mode with a single keystroke, 
while exiting from the shifted mode with a 
second (left or right!) keystroke entry. 



The KBD-I simplifies integrating your 
computer system into a professional or 
business application. The compact size 
of the KBD-I permits easy portability, its 
brushed aluminum black anodized cabi- 
net is a cautious blend of attractive 
design and the highest quality engineer- 
ing and manufacturing techniques. 



SMART ™ features 
Patent Pending 



FEATURES 



• SMART™' shift function 

• Tactile feedback 

• 59 keys (with left and right shifts) 

• Standard (QWERTY) typewriter format 

• Silk screen labels compatible with 
Sinclair/Timex keyboard 

• Compact design 

• Rugged yet attractive black anodized 
aluminum cabinet 

• Simple installation 

• Custom engineered for Sinclair/Timex 
computers 



SPECIFICATIONS 



Contact resistance: 20Q @ 1 mA 
Contact rating: 1.0V/ A 
Contact bounce: ^S.OmSec. 
Switch life: 5.0x1 6 operations 

typical 
Switch force: < 9.0 oz. 
Switch travel: .01 5 in. 



MAIL ORDER TO: 

SYNERGISTIC DESIGN 

P.O. BOX 41 1023 
CHICAGO, ILLINOIS 60641 



•Illinois residents include 
6% sales tax. 



SYSTEM LOGIC KBD-I KEYBOARD 


PRICE 

$89.95* 


QTY. 


AMT. 


Shipping and handling (per unit) 


$ 4.95 




$ 4.95 


Money order or check TOTAL 





NAME 



ADDRESS_ 
CITY 



.STATE. 



_2IP_ 



.Figure 9: 8K ROM Basic Pro R ram. 



10 POKE 16389,128 

90 CL.S 

100 PRINT "LASER 5";TQB 15; "^ 

110 PRINT TAB 12; *W~ ^^■" 

120 PRINT TRB 10; ■•^■» ; TRB 20;" 



130 PRINT TRB 9; 

14.0 PRINT TRB 9; 

150 PRINT TRB 8; 
I 
160 PRINT TRB 8; 

170 PRINT TRJ^B 
t;;TRB 4-; " r "~ 
Tl;TflB 4.; 



• * ";TRB 21; 

V ■ 



V 



9 



180 POKE 16516,0 

190 POKE 18519,223 

S00 POKE 16524- ,0 

210 FRST 

220 RRND USR 16526 

230 PRU3E 99 

24.0 SL.QU 

250 RUN 

The number or letter indicates the key 
on which the graphic is found and the 
number in () gives the number of times to 
press the key. 

1 00 < 2 ) 6 



110 


6; 


(2) 1\ (2) 7; 


1 20 


3; 


7; 7; 4 


1 30 


3; 


1; 2; 4 


140 


T; 


space; 5; Y 


1 ^j'O 


G; 




1 60 


5; 


3; R; Y; 8 


1 70 


5; 


T; 4; 8; (24) 



(24) A 



To changei 




4K ROM 


8K ROM 


Number o-f 1 


aser basest 






Change the number in 1 ine 


110 


100 


Speed o-f al 


ien's laser: 






POKE a number -from 1-30 into 


16428 


16515 


Speed of al 


ien's screens; 






POKE another number into 


16830 


16919 


(It is 6 


now; try 1 or 2) 






Laser base 


graphic! 






POKE new c 


haracter code into 


16621 


16716 


and into 




16904 


16993 


Alien's laser graphics 






POKE new character code into 


16527 


16622 


Fiiiurell: Variables. 


Decimal 


Initial 






Address 


d:(lX + di Setting 


Function 




16^27 


o 50 


skill variable 


l64?8 


1 3 


skill set 






2 


laser Indicator 


16430 


3 8 


trun t;ositl 


sn 




^ 1 


gun direction (1,-1) 


16UJ5 


5 177 


base cosltton 




6 


lqser position 


l6bjk 


7 


laser cosltl^n 


1**35 


8 


"shell" po 


si tion 


l6fc>6 


9 


"shell" position 




10 


"shell" indicator 




It 6 


rotate counter 



52 



NOW AVAILABLE 



Keyboards 

Standard Computer Keyboard Designed 
for ZX81 , ZX80, & Micro Ace 

• Same switches used on Apple Computers 
• Two shift keys • 6-inch space bar 




Plans for keyboard conversion with reverse video — 

$5.00 

Keyboard with complete parts and plans - $55.00 

Wired keyboard, complete with plans — $75.00 

Shipping Charge (by UPS) - $5.00 

SEND CHECK OR MONEY ORDER TO 
SEND SASE FOR INFO 

Prices Subject To Change 

LJ.H. Enterprises 

PO Box 6305 Orange CA 92667 
(714) 780-U22 Visa& M C Accepted 



THE EXPLORERS 

GUIDE TO THE 

ZX81 

If you have ZX81 then you need this 
book (120 Pages). 

1 K and 1 6K Programs. 
Games and Application. 
RAM and I/O Circuits. 
Programming Hints 
ROM Routines. 

$11 from: 



TIME DATA 
3 - Waldon Road 
Califon, N.J. 07830 

Enclosed 

Name 

Address 

City 



Check/M.O. 



State 



Zip 



SYNC Magazine 



FULLER FD SYSTEM $79.95 

Professional Keyboard & Case for Sinclair ZX8 1 




The ZX8lfits inside. 

The tough ABS injection moulded 
plastic case measures 8" x 14" x 2W 
and hooks up to your ZX printed 
circuit board in minutes. Notechnical 
know how or soldering is required. 



KEYBOARD LAYOUT: 

All the Sinclair ZX81 keys are duplicated on our layout, with extra shift and new 
line keys. The professional momentary action key switches have a guaranteed 
life of 10 6 operations. The unit is fully built tested and comes complete with a 
money back guarantee. 





INSTALLATION 

Simply unscrew the ZX printed circuit board from 
its case and screw it into the FD Case. 



MOTHERBOARD: 

We also manufacture a mother board which allows 
expansion to the ZX memory and I/O facilities 
WITHIN the case, as well as our power supply unit 
and reset switch. 



AD Code 





Price t 



Qty 



Amount 



r 



Fuller FD System 42 Keyboard & case 


79.95 






FD System Motherboard 


29.95 






FD 16K. Memory Module 


49.95 






FD 64K. Memory Module 


149.96 






FD PSU 9 Volts at 2 amp. 


14.95 






FD Shipping and Handling 


6.00 







Mail to FULLER MICRO SYSTEMS, 

The ZX Centre, Sweeting Street, Liverpool 2. England, U.K. 



Name 

Address 

t US Dollars City/State/Zip 



K AVAILABLE NOW S 

HINTS a TIPS for the ZX81 

by Andrew Hewson $8.50 

*80 pages explaining clearly how to squeeze a computing quart out of a 
Sinclair pint pot 

'Saving Space- vital reading for all ZX81 owners 

"Understanding the Display File - using the display file as memory clearing a 
part of the display, using tokens in PRINT statements 

"Converting ZX80 programs-explaining simply but comprehensively how to 
convert the hundreds of published ZX80 programs 

"Chaining Programs- revealing techniques for passing data between programs 
calling subroutines from cassette and establishing data files 
* Machine Code Programs— all you want to know about Z80 machine language 
Explaining how to write load edit and save machine code and how to debug 
your routines 

Routines and programs are scattered liberally throughout the text and the 
final chapter consists of twelve useful, interesting and entertaining programs 
such as LINE RENUMBER, BOUNCER, SHOOT STATISTICS etc 
Cassettes for 16K ZX81 

SPACE INTRUDERS-fight the marauding alien as you battle to save the 
Earth All the dynamic parts of this program are written in machine code for 
super fast fun $12 50 

PROGRAMMERS TOOLKIT- line renumber including GOSUBs and GOTOs 
Hexadecimal LoadenPrinter. Find. Edit and Replace BASIC program strings 

$1600 
Cassettes for 1K ZX81 

"MINI SPACE INTRUDER'-now available for IK machine $11 95 

STATISTICS - Mean standard deviation regression, trend analysis, chi squared 
test graph plot $7 50 

Z80 Op Codes -this handy ready reckoner lists all 600 plus Z80 machine 
codes in decimal and hexadecimal with their mnemonics Each code is 
succinctly explained and cross referenced Complete with protective transparent 
wallet $2 00 

BLANK C1 2 CASSETTES 5 for £2 75. 25for£l3 25 

Send SAE for full catalogue 

MASTERCARD NUMBER TO 

HEWSON CONSULTANTS 

7 GRAHAME CLOSE BLEWBURY 

OXON 0X1 1 9QE ENGLAND 



-81 SPACE RAIDERS™ 



ZX81 



r ■ 

mm& H, & Ds M m K th i 5 ta PM d 


1 


FR = 3 292 E 05 6E = 1 297 E 03 




TX= 8 275 E 05 X= 5 222 E 05 
TY= 1 182 E 07 Y = -2 574 E 05 
TZ = 4 780 E 06 Z = 5 692 E 06 





16K 
RAM 



The Federation has 
declared a state of allout war. 
leaving you in charge of the 
Starship Defiant: newest and 
most advanced spacecraft 
known to man 

Soon, your experienced 
guidance will bring you within 
range of the Klingon convoy 
Hundreds of stars flash by as 
you check the status of your 
Phasors, Shields, Masking, 
Navigation, Scanning, and 
Computation Equipment. Tne 
energy drain is tremendous, as 
the target distance indicator 
ticks slowly downward... 

As you come into range 
you set your cross-hairs on the 
nearest ship. Fire Phasors' ! ' 
Switch to Aft view' ! ' Evasive 
Maneuvers' ' ' Space explodes 
all around you as the first 
Klingon ship disintegrates and 



the remainder lock onto your 
position.. 

High speed graphics and 
custom ML math package 
provide the real time, accurate 
simulation of the above space 
navigation and battle scenario. 
You've never seen this kind of 
performance on your ZX81 
before' 

Only $19.95 for cassette, 
keyboard overlay, and manual 
(shipping included). (Utah 
residents add $ 95 tax) 



NIRAD 
ELECTRONICS 

959 East 460 South 
Provo, UT 84601 



Label 

JTART 



Variations 

Variations can be made in both ver- 
sions. Figure 10 summarizes some of the 
main possibilities. If you have extra RAM, 
you can add your own openings and 
endings such as suggested in Figure 5. 
Note that PEEK 16524=16 can indicate 
to a program that the invader was 
destroyed. 

British TV Differences 

Since the speed of British television 
receivers is different from that of U.S. 
receivers, some adjustment may be 
needed. If this adjustment cannot be 
made with the vertical hold, then some 
changes in the program need to be made 
to slow down. For the 8K ROM try POKE 
16538,79, and POKE 16556,79; for the 4K 
ROM, POKE 16455,80, and POKE 
16464,79. These will slow it down quite a 
bit, but other values may work better. 
{Ed. — SYNC would be interested in 
hearing from British readers concerning 
their experience with this problem. ) 

Playing the Game 

The goal of the game is to blast through 
the bottom protective screens of the alien 
ship with your lasers and hit the alien (the 
left foot). This will destroy the alien and 
his ship. The game begins when you 
launch your attack on the alien ship from 
your laser base. Since both your laser and 
the alien's laser fire only on the perpen- 
dicular, you must get your base in position 
to hit the ship. To move your base, press 
the arrow keys: 5 for left, and 8 for right. 
To fire press or 1. Your laser has an 
unlimited number of shots. The alien's 
laser has computer controlled accuracy 
and will destroy all five of your laser 
bases if you are not careful. So watch 
out! 

The game is over when you have 
destroyed the alien or when you have lost 
all your laser bases. When the game is 
over, you can play again by pressing 
NEWLINE. If not, press NEWLINE and 
BREAK and you will return to Basic. 
You can also BREAK at any time during 
the game, •% 

Flsure 12: Z80 Instructions (4K ROM) 



Instruction 

LD IX, 16^+27 

0U? (25*0. A 
LD A, 73 
LD B t ?5 
LD HL, (16396) 
3ST ?,H 
LD C,3° 
CALL <±32 
LD A, ■>)? 

DSC AL 

LD C,3l 
CALL 432 
LD A, 127 
IN A, (25M 
BRA 



Comment 

Index register points to variables 
display one fraTe 



set Tusk for 3RrJU\. key 

re«*d ke.v board 

push break bit Into c-rrv 



54 



SYNC Magazine 



Label 


Instruction 


Comment 






returi 












ree, I 






S«J 




-. . 1 ■ 


















-.35 


■ 












ttecr< 






TOV( 




. - : ) 












• A 












. . 


E r 




*,1 






. 


. . 






- i 




HL ) , 


e~as< 






push off Mt 


















. 




Lb A.C 


put old Bointsr into A 






upda * 




• '),A 


» :e pointer 












ve. pointer 5 spaces 










3LA £ 






dL , Jc 






LJ A, 


load A with "nev.'llne" 












COTIpft • 






sync 




. . 


reverse direction If necessary 




LD 


zet • ion 




NcJ 


fce It 




• 1 . a 


reels 






svnc 










:,A 


:.ut into C 




...Ar ' 


save It 




L3 fc,(IA+3) 


set ?un position 




P *.c 


• "left" kev 






add ■ 






•ri^htr key 






sub' 




12 












1a + 5) 


co~ ; tion 






bescln laser If aun In ro-ntlon 




■ 1,1 


set 




LD 






LO L, (IXO) 








■ 












Inta to Usolay 










LD (!6Ujj),HL 








fill 














1 








[ ,(16*33) 


tret • J nn 












lr.c-ement lndi 




. 








erase lo-- 






chec- 






sync 




Ci (HL) 






LD (HL),? 


fill - 




MAKE YOUR SINCLAIR 
A PORTABLE COMPUTER SYSTEM 

MAC (MOHR & Associates Corporation) Now Of- 
fers You A Durable, High Impact ABS Plastic Brief- 
case That Measures 17V 2 "X 12 1 /4"X4 1 /2". Wired For 
1 10-60HZ And Ready To Be Used! 
You Merely Insert Your Sinclair Components (In- 
cluding Printer) In the Preformed Cavities And 
BINGO You Have A Portable Computer System. 
The Briefcase Has Slots For Tapes, Coax Cable 
And The TV Adapter. 

$149.95 Includes Shipping & Handling. 

Kansas Residents add 3% Sales Tax. 

TO ORDER 

SEND CHECK OR MONEY ORDER 

MOHR & ASSOCIATES CORP. 

645 N. Baltimore 

Derby, KS 67037 

(316)788-1526/788-3165 

MC/VISA ACCEPTED 



Bridge SoPtware 
Qua 1 i xy SoPtwar e 



r • ■ tic 



12Z2J1 Xj 



.0668- 

"bom; 



thtJa I* n °66M Hill 



Some UK customer reepons* 



"I have oought numerous other items of software Yours ere 

euceeeni Thev LOAD wee*, have perfect >nstruct/ons 

the most user-fnendty / have ever met (P R Notts} 

very pleased to fmd the program toed first time end olav § 
creditable version of invaders Please supply MVL TlGRAPHlCS ' 

(M Z Cumbna) 

Enfoymg GAMES' very much - Letter Square' >s quite 
addictive "if W Manchester) 

Many thanks for the Stahshcs programme. I am wee" pleased 
wtth it "(AM Herts) 



IK GRAPHICS (Keleidoscope. Large Print. Medium Print, Drew i 

Picture). Manual nnfy (contains accurate Ratings, notes, 

information and ideas!... C4.50/$9 

Package of cassette end manual t&00/$12 

IK GAMES (Duck Shoot, Moonlander, Hangmen. Crossword. 

Letter Square). Cassette end instructions C4.SO/S9 

16K GALAXY INVADERS «\ machine code. Cassette an6 

instructione ( 16K RAM pack needed) £4. 50/$9 

1WC MULTIGRAPHICS - crests drawings, advertising display*. 
etc. on screen. Displays can be saved on tape, printed on your ZX 
printer. Cassette end instructions f'oVC RAM pack needed/,. .Cfi.00/$12 
IK STATISTICS - cassette end instructions £4.50/99 

Prices include Air Mall Send £ or. $ check. 

BRIDGE SOFTWARE (S) 

36 FERNWOOD. MARPLE BRIDGE 
STOCKPORT, CHESHIRE SK6 5BE ,U.K. 



July/August 1982 



55 



SOFTWARE 



and 

ZX81 SUPPLIES 

TIM EX 1000 

GAMES, EDUCATION, HOME OR BUSINESS APPLICATIONS 

Choose from our Extensive collection of over 100 programs, 
far too many to list here so if you don't see something you 
like, send for our catalogue, $2.25 handling and --credit on 
GAMES y° ur f' rst purchase. 

mazogs HOME-SAVINGS 



A large complex maze which contains a glittering and fabulous 
treasure, you not only have to find the treasure and bring it out of 
the maze, but face the guardians of the maze in the form of fear- 
ful MAZOGS. Even if you survive you could starve to death if you 
get lost. 3 levels of difficulty, only $29.95 16K 

GALAXIONS 

Features of an arcade game. Attacks-Defends and keeps per- 
sonal scores, only $14 95 16K 

BATTLE SHIP 

Play against the computer to destroy its battle ships, cruisers, 
destroyers, etc. only 10 95 16K 

VOLCANIC DUNGEON/HANGMAN 

1. Attempt to rescue the elfin princess: mystical monsters, pits, 
fireyheavens. Reducing strength and water make the quest 
anything but easy 

2. Deluxe version of the classic game, play against second per- 
son or computer with 400 word vocabulary, only $10 25 16K 

ALIEN INTRUDER/HIEROGLYPHICS 

1. You find you are the only survivor on the Explorer Class III 
star ship. Try and escape before you fall victim to the alien mon- 
strosity that destroyed the crew. 

2. Decode the ancient 39 symbol alphabet in time to save a 
famous explorer, only $10 25 16K 

WUMPUS ADVENTURE/MOVIE MOGUL 

1. 1-4 players seek the famous creature in the most famous and 
dangerous Wumpus hunt ever. 
Features: Super Bats. Pits, Tremors. Swamps, Magic Arrows. 

Giant Sea Serpents. Wumpus Muk and Magic Springs. 

2. Guide making you through the often hilarious traumas of 

production. Use your budget wisely to make a fortune, only 
$10 25 16K 

GREAT UNCLE ARBUTHNOTS INHERITANCE 

You are left $100,000 but first must turn $100,000 of it into a fur- 
ther $100,000 by investing in the British Stock Market and Metal 
Exchange in 26 weeks. You then have a further 26 weeks to 
make $100,000 running a soft drink factory, only $70.25 16K 

GREAT BRITAIN LTD. 

You are the Prime Minister and Chancellor of the Exchequer of 
Great Britian. Your aim is to stay in office as long as possible. 

$10 25 16K 

AROUND EUROPE IN 80 HOURS 

You have a bet of $20,000 to visit 12 capital cities in Europe in 
two and a half days, travel agents permitting, only $10 25 16K 



FINANCE I 

Balance and maintain checkbook. No overdrawn or returned 
checks, only $9 95 16K 

HOME PLAN I 

Keep your diary in order, only $8 50 16K 

DATES 

Keep track of your food and freezer needs, only $9.95 16K 

APPLICATION PROGRAMS 

TOOL KIT 

Provides many special features (line number, search and 
replace, free space, etc.) plus special graphics mode and tape 
routine, only $10.25 16K 

GRAPHICS TOOL KIT 

22 exciting Machine Code routines that give you control over 
your screen as never before, only $1025 16K 

MICRO-MUSIC 

Convert your keyboard into an organ mantle, only $8.50 16K 

EDUCATIONAL - Learn 

CHESS I 

Six levels and analysis options, only $72.95 1K 

CHESS II 

Seven levels and a recommended move option, only $24 95 
16K 

ZX-BUG 

30 in 1 tool. Disassemble. Access all registers, search, modify 
memory with cassette routines, only $74 95 16K 

BUSINESS - Opportunity 

ZX-99 TEXT 

Fantastic word processor with output to your printer through our 
ZX-99. $29 95 16K 

BASIC BUSINESS I 

Cash flow control and planning. $76 95 16K 

Coming in the next issue: 

HIGH RESOLUTION GRAPHICS BOARD AND COLOR 
All for your ZX-81/Timex 1000 
DEALERS WANTED/INQUIRIES WELCOME 
data-assette". 56 South 3rd. st. Oxford, PA 19363 
1-800-523-2909 
1-215-932-3626 



ZX81 or TIMEX 1000 



data-assette 



® 



Your One Stop Shop 
All Products Guaranteed 



EVERYTHING YOU WILL NEED!! ADD ON TO YOUR ZX 81ATIMEX 1000!! ALL PRODUCTS 100% GUARANTEED !! 
NOW GROW YOUR SYSTEM AS YOUR NEEDS CHANGE, AND WE WILL GIVE YOU PRODUCTS, SERVICE, SOFT- 
WARE AND ADVICE. WE HAVE BEEN IN THE BUSINESS IN ENGLAND FOR OVER ONE YEAR AND OFFER THIS 
EXPERIENCE TO ALL OUR CUSTOMERS. 



New Low Prices 

1st STEP - MEMORY - RAM 

16K - 32K or 64K 
$59.95 - $109.95 or $149.95 



Each RAM extends the BASIC memory to provide the user space for 
all applications. 



2nd STEP - KEYBOARDS 
FULL SIZE or MINI $75.00 




3rd STEP - ZX-99 



TAPE 
CONTROL 



Now add Real ■DATA-PROCESSING power to your ZX-81 with our 
sophist. cated extension. Provides FULL SOFTWARE CONTROL of 
four (4) tape decks and a PRINTER interface for any RS 232 Serial 
Printer, giving full 132 ASC II characters of output. Plus!!!!!! 

* * AUTOMATIC TAPE TO TAPE COPY 

* * TAPE BLOCK SKIP. DIAGNOSTIC ASSISTANCE 



INTRODUCTORY OFFER "$375.0CT 

Special to New Owners, show us your invoice and order in 30 days 
from the date. We will give you this FULL PACKAGE for the low 
price of $300.00. 64K RAM + Keyboard + ZX99. Add it to your prin- 
ter and for under $400.00 you have full MINI-CAPABILITIES. 



Real Professional KEYBOARDS Computer Size and with special 
features like!!!!Repeat Keys on the full size. Both units are easy to 
install at home . Supplied with cables & instructions. 




BLANK CASSETTES 

C-5 $.69 

C-10 $.74 

C-12 $.77 

C-15 $.79 

C-20 $.84 

C-25 $.89 



* * DATA RETREIVAL WORD PROCESSING 

* * RS 232 C Serial Printer Interface 
EQUALS REAL MINICOMPUTER CAPABILITIES 



data-assette 



Charge to 

| visa mastercard 

■ account number 



Please ruih me 



Quantity Price Total 



56 South 3rd Street | 
Oxford. PA 19363 | ^ Blf * gg " 

Signature 



Telephone Orders 
1-800-523-2909 

In Pennsylvania 
(215) 932-3626 



I 
I 

| : .v. 



| NAME 

| ADDRESS . 

I — 



rzzi 



SHIPPING 

TOTAL 



Send me details. 

Software 
Supplies 
User Clubs 
J Local Dealers 
New Products 
Hi-Resolution or Color Boards 



plus Shipping 



SYC-1 




STOCK MARKET 

PRICE 

ANALYSIS 

HELP! for the 
Small Investor 



Now SINCLAIR 2X-8 1 { 1 6K) owners can do what the professional market traders 
do — use a computer to predtct price direction Th»s program tracks up to six stocks, 
averages, or commodities, and produces graphs and uses technical indicators to 
help you make trades 

Technical analysis is based on two ideas first, that the market, like the rest of 
human behavior, repeats itself, and second, that there are professionals and in 
siders who know what the market is going to do before everyone else does, and who 
place trades in a way that is hardly noticeable TECHNICAL ANALYSIS attempts to 
read the pnce action and volume figures to determine whether predicate patterns 
are developing, and what the professionals are doing 

Professional traders have been using computers to make this kind of analysis for 
years, because the manipulation of the data is very complicated and time- 
consuming With this program, you let the computer do the work, and its signals 
become a powerful investment tool 

The program makes GRAPHS of the daily pnces. of two moving averages, and of 
a volume indicator A booklet that comes with the program helps you learn what to 
look for 

The program does an ANALYSIS to signal trend-formation and turnarounds It 
gives a score for each indicator, and a total score, to help you see whether there is 
confirmation among the signals 

USE THIS TO TRADE STOCKS. OPTIONS. AND THE NEW STOCK INDEX 
FUTURES!' 

This gives POWER TO THE SMALL INVESTOR! 

For program tape and booklet send $30 00 to 

NOOTER STOCK PROGRAM 
320 East 25th Street 
New York. N.Y. 10010 

(N.Y. residents, add $2 48 sales tax.) 



ZX80/ZX81 Keyboard 

Full size 40 key keyboard. All symbols marked in two 
colours. Proper typewriter style keys. Old keyboard, 
RAM pack and printer still work. 

Kit £10.04 
Built £21.65 



In/Out Port 



24 line— controlled in BASIC. Drive motors, printers 
etc. Input or Output. 

Kit £11.74 
Built £13.87 

Motherboard 

Drives RAM pack, printer and two other boards. 

Kit £14.09 
Built £16.08 

Cash with order please. Postage (surface mail) £2.00 
per order, 

Also many other boards and connectors. Please send 
for free illustrated catalogue. 



<L 



REDDITCH ELECTRONICS 
21 Ferney Hill Avenue 

Redditch, Worcs. 
B97 4RU ENGLAND. 



Figure 12: Z80 Instructions (continued) 



Label 



BITE 
H&ScT 



Instruction 

JR NZ,*IS6ED 

EXX 

L~ (IX+5M77 

LD HL.7 

LD BC,(l^jl96) 

ADD HL.BC 

DEC (HL) 

LD A,?8 

Cr (HL) 

RET 2 

LD HL.689 

ADD HL.BC 

LD (HLM3 

EXX 

LD B,U 

DJNZ -2 

LD A,l»* 

CP (IX+2) 

LD 3,20 

Jrt NZ, REPLACE 

LD (IX+2), 128 

LH HL,(l6U33) 

LD DE.-396 

ADD HL.DE 

LD B,3l 

LD ( HL ) , 

LD (l6433).HL 

JR SH 

LD (HL),0 

LD A,(1*U) 

LD 3,35 

CP (IX+2) 

JR N2, REPLACE 

LD B,35 

LD (IX+2),0 

DJNZ -2 
X0R A 
CP (IX+10) 
JR Z.READ 

LD HL, (16U35) 
LD ( HL ) , 
LD DE.-33 
ADD HL.DE 
LD A, 2 
LD 3,26 
CP {HL) 
JR Z,hi.SET 
LD (l6<+35),HL 
INC (IX+10) 
LD A, 8 
LD 3,22 
Cj- (HL) 
JR Z. 
JR C.3ITE 
LD A, 16 
LD 3,20 
CP (IX+10) 
JR Z, RESET 
LD A, 13 
LD B.19 
CP (IX+10) 
J.i C, ROTATE 
LD (HL),6 
LD B,l? 

TAFc 
^u (HD,0 
LD (IX+10J.0 

TAIa 

LD B.80 
LD E.-2 
LD (HL),0 



Comment 

s-*ve the resclste-s 
replace laser Vise st le't 



HL oolnts to (D-PILE)+? 
one les lase- base 
check for "zero" 

return to BASIC if Te'-o 

point to bottom left of screen 

fill with bqse character 

restore registers 

sync 

tl-slng loop 

check for laser at bottom 

sync 

Indicate laser ending 
get old Iqser poin'e** 
tiove up 13 lines 

sync 

erase top of *l«ser bea"i" 

update pointer 

continue erasing laser 
check for laser fully erased 
sync 



tlmlna loop 
zero A 

conpare shell Indicator 



HL holds shell oir.'e- 
e^a^e shell 
nove u~ ore line 

check for l^se*- hi" ahell 
sync 



update p^lnte 1 - 
increTient counter 
check for shell hit slier 
sync 

if shell hit alien 
if shell hit sMr 
check for shell at % 
svnc 



don't show shell if i hel- 
(so shell isr't car^l^d awav 

by rotation st hottOT of shir) 

fill new shell locstl~n 



take chunk out of shi- 
re set indicator 



loop 80 tl-rres 

DE=-2 

erase a character 



58 



SYNC Magazine 






Label 


Instruction 


Comment 




ADD HL.DE 


move left 2 spaces 




DJN2 AGAIN 


do qgaln for exploding effect 






return to BASIC 


HEAD 


EX AF.Ar' 


get keyboard re^rUmr 




0,A 


test •fir©" 




LD B,3<+ 


sync 




JR NZ.SAVE 






LD (IX+10J.1 


set shell Indicator 




LD L.UX + 5) 


HL hol^s relative base position 




LD H,? 






Lj D3,->3 


-nove up one line 




ADD HL.DE 






>C, (16396) 


BC points I : 'He 




IL,BC 


adjust HL 




LD (l64j)5),HL 


update pointer 




LD (HL),6 


fill with shell character 




-.2^ 


sync 


oA/E 


EX Ar.A.-' 1 


replace keyboard reading 


ag ta te 


DJN2 -2 


syncronlzatlon loop 




DiC (IX+11) 


decrement rotate counter 




.95 


sync 




JR KZ, SLIDE 






LD (IX+11), 6 


restore rotate counter 




LD -iL, (16396) 


point to display file 




LD DE.198 






AJU HL.DE 


HL points to t-'P left of 1 

of ship 




. ( HL ) 


first character 




LD D.H 






LD 






INC rX 


HL=DE+1 




LD BC.23 


shift 23 spaces 










LD (D*),A 


replace fl**st chR^acte^ *i rlahl 






iove to bottom riaht 




EL . DE 






LD A, (HL) 


save last character 




LD 






LD E..L 


j£=HL 




DSC HL 


- 




: ', ■' J 


shift ? 3 spaces 




LDDH 






>E) t A 


tee last cha "act- 




MO 


sync 




DJNZ -2 

LD S.(XX+5) 

LD HL,( 16396) 


timing loop 




ADD HL, L£ 


HL holds base 




L ) , 


erase base 




LD Dc,0 


zer 




EX A 


r ■ re* A ' nj 




BIT U.A 


tes*- 










DEC 


' 




dIT ',A 
J.1 NZ.LEFT 


test "rl*ht" key 




INC DE 


DE=0 or l If "right" pressed 


LcrT 


4DD HL.DE 


move right or left 




XOR A 


zero A 




OR (HL) 


test for space and reset ca'-rv 




1,19 


sync 










sac 


■nove back 




1.17 


sync 




B.O 


zero addend 


MERGE 


LD (HL), 13 


replace laser base 




DJNZ -2 


tiniing loop 




LD A,(Ia+5) 


get old pointer 




ADD A,E 


update, 




(IX+5).A 


and replace 




JP DISH 


Jump back to beginning 


July/August 1982 





PREMIUM 

CASSETTES 

COMPUTER GRADE 

100% ERROR-FREE 

FULLY GUARANTEED 



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»•" 


mm 


^TKaW^ 1 


• 


• • | 



The Micro-Trac Generation 

• High Frequency Response • Wide Dynamic Range • 

• Used by Software Firms & Computer Hobbvsts • 

• Choice o( School Districts Nationwide • 



LENGTH 12PAK 24-PAK 

C05 $ .69 $ .59 

C-10 $ .79 $ .69 

C-20 $ .99 $ .89 

C-30 .$1.19 $1.09 

C-60 $1.49 $1.39 

C-90 $1.79 $1.69 

* CASES $ .21 $ .20 

'Cases recommended to protect sensitive cassettes. 



UPS SHIPPING 
(NoPO Boxes please) 
$2 00(12 pak>$3 00(24 pak) 
— Canadian shipping multiply by 2 

#1 COMPUTER TAPE 
IN THE USA! 

write for volume prices 



TOLL-FREE 

(orders only) 

1-800-528-6050 /^ 

ext. 3005 

In Arizona 

1-800-352-0458 

ext. 3005 

MICRO-80™|NC, 

2665 Buzby Road 

Oak Harbor, WA 98277 

— Distributors Wanted— 



59 



' 3-Fnrt 

l/D board 

for Microace, 

ZX-80,81 

16KRAM 

edge connector 

Programmable 8255 P. I. A. can 
be coniigured for direct I/O; 
polling of peripheral devices, 
vectored priority interrupts. 

Use it with A/D converters, 
serial I/O port chips, relays, 
sensor inputs, clock chips, or a 
security system. 

Play chimes with different tunes 
using your computer. 

8080 M/L programs, TRS-80 
M/L programs will work. 

Literature available with 
experiments, programs, and 
information on how to use the 
8255 P.I A 

Basic 8255 board $50 

add-ons extra 

Professional Electronics 



2X81 Software Plotter 1 — A sophisticated routine 

that plots and graphs any function 

(16K)S999(U.S) 

Two Handed Euchre — Challenge the computer in this 

entertaining and skillful game. (64K) $14.99 (U S ) 

J.C. Software 

28 Shipley Rd 

Weston, Ontario. Canada 

M9R-3H8 



EDUCATIONAL SOFTWARE (ZX 81 , 16K) on cas- 
sette. MATHS for 14-17 year olds (3 full pro- 
grams). MATHS and ENGLISH for 8-1 3 year olds: 
4 cassettes, 6 programs per cassette, each with 
jackpot game plus certificate. $9.50 per cassette 
plus $4.00 total for mailing. ROSE CASSETTES, 
148 Widney Lane, Solihull, West Midlands B91 
3LH. England. 



ZX-81/1K 

LISTINGS OF 5 GAMES — $2.00 

Z— GAMES 

P.O. Box 367 

Ringoes, N.J. 

08551 



RAM EXPANSION 

ADD ON RAM FOR ZX80. 2K INCREMENTS I II 
16K COMPLETE SCHEMATIC. PARTS LIST 
SOURCES AND HOW-TO FOR $3 95 APPH 
COST FOR 2K $20 FOR THE FIRST 2K Si 3 50 
FOR EACH ADDITIONAL 2K NO ADDITIONAL 
POWER SUPPLY NEEDED SEND S3 95 WITH 
SASE TO 

DENNIS WEBER B^ 
TROUTMAN N C 28ibb 



4K ROM; IK RAM 

Galaxy 
Invaders 

Phil Gervais 

In Galaxy Invaders you are under 
attack by a fleet of enemy spacecraft 
which you must destroy before they 
destroy you. This game uses the ZX8(Ts 
IK RAM, graphics, and screen blackout 
characteristics to produce an arcade type 
game. The program (see Listing 1) is fairly 
simple, but it employs techniques which 
are used in the popular arcade games: 1) 
insufficient information (you know they 
are coming, but you do not know when); 
2) the ability to play all day (if you are 
good enough); and 3) a running point 
total (for self-satisfaction). 

A typical game goes like this: First, the 
title block appears. You climb aboard 
one of the three attack ships in your 
squadron, prepare yourself for the worst, 
hit NEWLINE, and blast off into space. 
Suddenly, you see the enemy ships 
approaching! You immediately hit your 
firing button (NEWLINE) as quickly as 
possible. The enemy craft disappear 
quickly, but not before you hit one of 
their small reconnaissance ships with a 
deadly phaser. Your onboard computer 
evaluates your shot. Each ship you hit is 
worth either one or two points. Since 
your objective is to destroy as many ships 
as possible, a high point total is the 
measure of a successful mission. Your 
new point total is displayed along with 
the number of ships you have hit. NEW- 
LINE returns you to outer space for the 
next round of the battle. 

We must note some of the features of 
the equipment that shape the battle strat- 
egy. Both squadrons are equipped with 
advanced radar firing which insures pin- 
point accuracy. However, the enemy's 
phasers are capable of jamming your 
detection gear and vice versa. This insures 
your accuracy and disrupts the enemy's 
firing. 

The scores in this game generally range 
from 50 to 100. If you get over 150, you 
rank among the best space pilots in the 
galaxy. However, if you do not seem able 
to win a battle, you will have to have your 
engineers redesign the capability of your 
attack ships by increasing the value of C 
in lines 80-90 by 20 or more. 

For those who have more than IK 
RAM the step in Listing 2 gives a bonus 
ship at 250 points. 

May the luck of the galaxy warriors be 
with you! 5 

Phil M. Gervais, 714 5th Ave. South, Clinton, I A 

52732. 



Listing 1: Galaxy Invaders; 4K ROM, IK RAM. 



3 


RANDOMISE 


4 


CLS 


6 


LET P=0 


8 


LET Z=3 


10 


PRINT , "GALAXY INVADERS" 


12 


GO SUB 76 


14 


CLS 


16 


FOR 1=1 TO 20*RND<10O) 


18 


NEXT I 


20 


POKE 16414,0 


22 


POKE 16415,0 


24 


GO SUB 70 


26 


LET A=PEEK< 16414) 


28 


LET B=PEEK< 16415) 


30 


LET C=256*B+A-4 


32 


CLS 


34 


IF C<8 THEN GO TO 62 


36 


IF C<9 THEN GO TO 94 


38 


IF C<13 THEN GO TO 97 


40 


PRINT "YOU WERE HIT BY PHAS 


ER" 




42 


LET 1=1-1 


44 


IF NOT Z=l THEN PRINT Z;"#S 


U T PC 


l CT(TT" 


46 


IF Z=l THEN PRINT 2; "#5HIP# 


LEFT' 




48 


IF NOT Z=0 THEN GO TO 101 


50 


PRINT "POINTS ACCUMULATED: # 


„. p 




52 


PRINT "START OVER IN NEW GA 


i_!-i A i : 


54 


INPUT W* 


56 


IF CODE (W*) =62 THEN RUN 


58 


CLS 


60 


STOP 


62 


PRINT "DESTROYED ENTIRE FLE 


ET" 




64 


PRINT "GOOD WORK. " 


66 


LET P=P+4+RND(3) 


68 


GO TO 99 


70 


CLS 


72 


PRINT , "SHOOT NOW" 


74 


PRINT , "=====#=«=" 


76 


PRINT 


78 


PRINT 


80 


PRINT, , "SD" 


82 


PRINT 


84 


PRINT, "##A" 


86 


PRINT, "TAAAT" 


88 


PRINT, "#G#G" , , "SD" 


90 


PRINT 


91 


PRINT "SD" 


92 


INPUT W* 


93 


RETURN 


94 

P" 
95 


PRINT "DESTROYED SMALL GROU 


LET P=P+2«-RND<2> 


96 


GO TO 99 


97 


PRINT "DESTROYED 1 SMALL CR 


AFT" 




98 


LET P=P+RND<2> 


99 


PRINT "POINTS: #",P 


101 


INPUT W* 


102 


GO TO 14 


Listing 2: Bonus Ship; 4K ROM, over IK RAM. 


3 


LET X=0 


1 00 


IF P>249 AND X»0 THEN 60 S 


UB 104 


104 


PRINT "** BONUS SHIP **" 


106 


LET Z = Z + 1 


1 08 


LET X=l 


110 


RETURN di X 



60 



SYNC Magazine 



8K ROM; IK RAM 



Micro Invaders 



Cyril B. Smith 



In Micro Invaders, a space fantasy 
game in Basic for the 8K ROM, IK RAM 
Sinclair, the Earth is under attack by a 
fleet of Micro Invaders from outer space. 

You are in charge of a mobile inter- 
cepter launcher defending the Earth. 
Intelligence has reported that the invad- 
ing ships can be destroyed only by hitting 
them just inside the left landing leg. This 
requires pinpoint aiming. You control 
your launcher movement with the arrow 
keys using 5 for left and 8 for right. You 
launch your intercepters by pressing the 
zero key. 

Cyril B, Smith. 4737 Shadowslen Dr.. Colorado 
Springs, CO 80907. 



10 

13 

20 

25 

3® 

35 

4.0 

4-5 

50 

55 

50 

65 

70 

75 

90 

85 

90 

95 

100 

105 

4.5 

110 

115 

120 

125 

1 

130 
1 
135 
14-0 
14-5 
150 
155 
150 
165 
170 
175 
180 
200 



LET G=0 

LET G=G+5 

LET B=15 

LET N=5 

LET L=0 

DIM R(5> 

GOTO 60 

CLS 

LET N=N-1 

IF N=0 THEN GOTO 15 

LET R=20 

LET C-=0 

IF L=20 THEN GOTO 200 

FOR M*l TO N 

LET R «H) =INT <RND*18+7> , 

NEXT M 

FOR I-i TO 12 

FOR M=l TO N 

PRINT RT L,R<M);'-rt'* 

IF R-L RND B=R(M) THEN GOTO 

NEXT H 

IF INKEY$="0" THEN LET C*l 

IF C=l THEN GOTO 1*0 

IF INKEY*='5" THEN LET B=B~ 

IF INKEY*="8" THEN LET B=B+ 



GOTO 14-5 

LET R=R-2 

PRINT RT fi,B;"JL' „ 

IF R<L THEN LET C=& 

IF R<L THEN LET R=2 

PRUSE 25 

CLS 

NEXT I 

LET L=L+4- 

PRINT'flT 21,20,G-N; 



IN^flDE 



The invaders come swooping in from 
outer space in formations of five space 
ships. The ships can change formation at 
times, and they can hide behind each 
other. Hitting one ship results in a forma- 
tion rearrangement and a delay in renew- 
ing the attack. 

If all the ships of the formation are 
destroyed before they reach you, you are 
assigned a new formation to deal with. 
The number of craft destroyed is shown 
in the lower right of the display. The 
game is over if your launcher is hit by the 
invaders. 

Since the program is quite full, more 
memory would be needed to add anything 
unless the efficiency of the program can 
be improved. 

Program notes: 
Line 100: graphics on T and Y. 
Line 145: graphics on Q and 4. H 




Floppy Disc 

Hi-Res Vid, 

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Memory 

Speech 

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8K ROM; IK RAM 



Comet 
Crusher 

Chuck Dawson 



FLASH!!! Astronomers have spotted a 
hitherto unknown comet a million kilo- 
meters from the earth. Calculations indi- 
cate that it will collide with the Earth's 
atmosphere at a shallow angle and will 
probably break up into many pieces. Each 
of these pieces could destroy a city. Top 
scientists have advised placing special 
Comet Crusher missiles at strategic loca- 
tions around the world with the hope of 
blasting the comet fragments into dust 
before they can hit any of the populated 
areas. 

Leaders of countries around the world 
have issued an urgent call for volunteers 
to man the Comet Crusher missile batter- 
ies. Those who apply must have a keen 
sense of timing and iron nerves, because 
millions of people will be depending on 
them. Physical strength is not required, 
for one need only push the launch button 
to place the missile close to the fragment 
as it streaks overhead. 

As a successful applicant you have been 
assigned to one of the launch sites with 
the following instructions: 

1) Check your ZX81 computer. If it 
has over IK RAM, enter the program in 
Listing 1. Note the following lines: 
30 graphics on 3, 8, T, 4. 
50 graphics on S 

1 10 leave 17 spaces inside the ** ". 
140 graphics on 3, 8, T, 4. and 
asterisk. 

Chuck Dawson. 6320 Victoria, Fort Worth. TX 
76118. 




2) If your computer has IK RAM, enter 
the program in Listing 2. Note the follow- 
ing line: 

2 graphics on D. 

3) If your computer is a ZX80 with 8K 
ROM, add these lines to Listing 1 : 

85 PAUSE 45 

86 POKE 16437,255 

4) After entering your program, SAVE 
it before you run it. 

5) Hit SLOW and ENTER; then hit 
RUN and ENTER. 

6) After your viewing screen is func- 
tioning, you are ready to launch your 
pulverizing missiles against the assigned 
fragments. To fire press F. 

7) Hits are recorded and reported to 
the coordinating computer to make sure 
that no fragments will slip through the 
world-wide network. H 

Listing 1: Comet Crusher (8K ROM; over IK 
RAM >. 



1 REM "COMET CRUSHER 1 ' TO SflUE 
GOTO 500 
5 CLS 

10 LET H= . 

15 LET 

£0 LET i^3? 

25 LET X=0 

3© PRINT RT 18.19; ! ' f ";TfiB 19;" 
1" ; TAB 13 i "A " 

4-© PRINT RT 20,0: "PRESS F TO F 
IRE" 

50 PR I NT fiT ai.g, s ■ ' s « M ^«ii"«« 



60 UNPLOT X-3 

70 PLOT - 

ee LET <=> 

90 IF r - 53 THEN GOTO 1 

100 IF INKEv*= F" THEN LET ft = 1 

110 IF INKEY*="F" THEN PRINT RT 
20 .0. " 

122 IF P-0 THFN GOTO 30 

130 LET H=H-1 

140 PRINT RT H . 19. " m " . TfiB 19 ; " I 
'.;TRB 19;'A".TflB 19,"* ", TfiB 19 

150 IF X=39 RND He 4. RND H>0 THE 

J GOTO 200 

160 IF H^O THEN GOTO 1 

170 IF H = i7 THEN GOTO 50 

180 GOTO 60 

200 CLS 

210 PRINT fiT 3 . 19., fijfcttM" 

220 PRUSE 500 

2 30 RUN 

500 SfiUE "COMET CRUSHER' 

5 10 RUN 



Listing 2: Comet Crusher |8K ROM; IK RAM). 



2 


-PiNT fiT 20 . 19; "uumum" 


4 


LET X=0 




LET fi=0 


6 


LET 1=2 


10 


LET Y=30 


LS 


PLOT 4-0,2 


14- 


IF INKEY*="F " THEN LET fi = l 


16 


PLOT X ,Y 


18 


UNPLOT X.Y 




LET X=X + 1 


£5 


LET Y=Y+RND*2-1 


50 


IF NOT fi THEN GOTO 14. 


55 


UNPLOT 4-0,1-2 


60 


PLOT 4.0, 1 + 1 


65 


IF X=4-0 AND Y^I-2 FIND Y<I+2 


THEN GOTO 35 


^0 


LET 1=1+1 


60 


GOTO 16 


35 


PRINT -fiiar ' 









62 



SYNC Magazine 



1 



You are the pilot of a space ferry going 
back and forth through the asteroid belt. 
This calls for highly skilled navigation to 
avoid hitting or being hit by the asteroids. 

The asteroids are represented in your 
navigation tank by the O's. and the posi- 
tion of your ferry is indicated by the 
asterisk. You control your movement by 
the arrow keys 5 and 8. 

If your ferry and an asteroid collide, 
the asterisk becomes inverse. Then you 
must get another ship. You build your 
piloting credentials by recording how 
many times you have successfully crossed 
and recrossed the belt. In IK the com- 
puter cannot keep the count for you. 



M. Hampson. 7 Hereford Dr.. Clithcroc, Lanes 
BB7 UP, U.K. 

Reprinted with permission from The Ultimate 

Magazine. 

Listing 1. 

1 REM 11111111111111111111111 
1 11111 11 122£22222£2222222222222£ 
222222222333333333Cr3333333333333 
3333 33 3334.4-4.4-4.444.4 444.4444~444-4.444 
4.4444.44445555555555555555555555b 
5S5S55555666666666eS66656666666K 
66566666677"?7777777777777777"7?-^ 
777777777 

IS FOR Z= 16544 TO 16736 

23 INPUT X 

3® PRINT <5TR$ (X+1000) ) (2 TO 



8K ROM; IK RAM 



43 POKE Z. X 
50 NEXT Z 



Listing 2. 



006, ©16, 
062,008, 
24-5,008 , 
014,016, 
062,008, 
245,008, 
254 ,255, 
071,035. 
008,062, 
503,071, 
079,040, 
120, 119, 
032,002, 
203,206. 
134,254. 
205, 245 . 

064,060, 
008,042. 
200,054. 
032,004 
032,009. 
013,000 
205,245, 
064, 



197, 
215, 
062 
197 
215 
062 
032 
126 

000 

040 
002. 
035 
203 
120 
015 
008 
169 
079 
014 
000 
013 
012 
000 
008 



014 , 

193 , 

008. 

006, 

193, 

008. 

230 

079 

215, 

002. 

013, 

121. 

142, 

254. 

032 

062 

194 

006 

064 

058 

032 

062 

121 

062 



000 

197 
215 

000 

197 
215 
033 
197 
225 
005 
013 
119 
254 
001 
002 
052 
215 
008 
126 
037 
001 
016 
061 
023 



205, 
014, 
193 
205 
006 
193 
, 130, 
229 
193 
005. 
012, 
,035 
015 
.032 
.203 
,215 
.064 
197 
,254 
.064 
.012 

185 

,050 
,215 



245 
016 
016 
24S 
016 
013 
064 
205 
035 
004 
043 
254 
032 
002 
198 
225 
058 
205 
052 
254 
254 
032 
033 
195 



,008 
,205 
,234 
,008 
,205 
, 121 
, 126 
,24 5 
, 126 
,203 
,043 
,001 
,002 
,203 
, 229 
.035 
,033 
,245 
, 193 
,247 
,239 
,001 
,064 
,212 



I i st inn 3. 



8 RRND 

9 PRST 

10 FOR Z=NOT PI TO URL 
EP URL "3" 

20 POKE URL 
*URL "3" J +URL 

21 POKE URL 
*URL "8"> +URL 

22 POKE URL 
*URL •■4-") 

30 NEXT Z 

4.0 POKE URL 

45 SLOW 

5© RRND USR URL 

60 PRINT **B" 

70 RRND RND**RND**RND 



27" ST 

165 14 "+Z, INT (RND 

4" 

16515" +Z, INT (RNP 

4" 

16S16"+2,INT IRND 

15417" ,NOT PI 

'16544." 




Crossing the Asteroid Belt 

M. Hampson 



The directions are as follows: 

1 ) Do not use your RAM pack. 

2) Enter the program in Listing 1. Be 
sure to type in line 1 as listed. 

3) Type in RUN and ENTER. 

4) Enter all the values in Listing 2. Be 
very careful. About halfway through the 
list, the ZX81 will run out of memory. 
Type CONT(inue) and continue entering 
the numbers. 



5) Delete all the lines in Listing 1 except 
line 1 by entering the line number follow- 
ed by ENTER. 

6) Enter the lines in Figure 3. Note: the 
graphic in line 60 is an inverse asterisk 
(on B). 

7) Type in RUN and ENTER and your 
journey across the asteroid belt begins. V 



zxchess 




it's the best! 



IS HER[ !!! ]t is the fastest, most versati 
' 81/16K {or IX 80/16K with 8K ROM). 



f Chess proqra* * 



levels of play (up to si. levels of " 1 ook ahead" * ) and its 
tandard Chess »oves (including CASHING and EN 

PASSANT. »4Kfs ZXCHESS II a challenge for both beginners and advanced players. 

Choose your le-e! of play, choose to play Black cr Nhite at any stage of the 
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July/August 1982 



63 



8K ROM; IK RAM ; 16K RAM 



DEF on the Sinclair 

Jon Passler 



Occasionally a program listing such as 
"3-D Plot" from Creative Computing's Basic 
Computer Games contains the DEFine 
statement which allows the programmer 
to define a function in the form 

DEF FNA(X)=(expression) 
FNA merely stands for FuNction A." and 
the variable X in the parentheses following 
FNA is termed the "dummy argument." 
Usually the expression to the right of the 
equals sign in the DEFine statement has 
at least one X in it. Of course, variable 
names other than A and X could be used. 
A simple example would be the state- 
ment 

DEFFNA(X) = X**2+X 
Normally, when FNA is "called" or used 
within the program flow, an argument is 
given within the parentheses different from 
the dummy argument, but which replaces 
all occurrences of the dummy argument 
in the DEFine statement. FNA(2) would 
have the value of 2**2+2. or 6. while 
FNA(A + B) would be the result of 
(A + B)**2+A+B. FNA can be treated 
like any other numeric variable. The only 
difference is that it is the result of an 
expression DEFined at the start of the 
program, outside the program flow, and 
the programmer can alter the argument 
of the expression. 



Jon Pussier, 344 Cabot St., Beverly, MA 01915. 
64 



The definition could have contained 
more than one dummy argument or vari- 
ables which are not dummy arguments, 
such as 

FNB(F t G)=F*G-Q/R 
Functions can also be used as arguments 
for other functions, for example 

FNB(3,FNA(A + B)) 
would be the result of 
3*((A + B)**2+A + B)-Q R 
The DEFine statement is useful to simplify 
equations or cut down on programming 
where one equation is used at several 
points within the program. 

One way around DEFine in Sinclair 
Basic is to replace all FN calls with the 
expression in the definition. This often 
requires breaking down an equation to 
simplify it. 

Another is to use the 8K VALue function 
which can evaluate a string such as "2" oi 



"2+2" or even "X**2+X". The solution 
then is to replace DEF FNA with 

LET A$=( expression) 
and replace the FN call with VAL A$. 
The only problem appears when something 
like FNA(A+B) appears. We cannot call 
the function and define the argument all 
in one statement. Generally, if several 
different arguments are used in the FN 
calls, it is best to set the dummy argument 
equal to the argument before calling for 
VAL AS. setting, for example, X = A + B. 
Listing 1 is the program for "3-D Plot" 
from Basic Computer Games. Here 
FNA(Z) is defined in line 100 as 

30*EXP(-Z*Z 100) 
and in line 150 the argument is 

SQR<X*X + Y*Y) 
which replaces all Zs in FNA. Line 150 
also sets Z, which is not related to the Z 



I.isiinu 1: 3-D Plot, Original Program. _ 



100 DEF FNA (Z)=30*EXP(-Z* 3/100) 

110 FOR X=-30 TO 30 STEP 1.5 

120 L=0 

130 Yl=5*lNT(SQR(900-X*X)/5) 

140 FOR Y=Y1 TO -Yl STEP -5 

150 Z-INT<25+FNA(SQR(X*X+Y*Y) )-.7*Y) 

160 IF Z<=L THEN 190 

170 L=Z 

180 PRINT TAB( Z); M *" 

190 NEXT Y 

200 PRINT 

210 NEXT X 



SYNC Magazine 



1 



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Second Edition 
More than 80 Programs 





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The Gateway Guide is a practical pro- 
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5 1 / 2 " x8",172 pages. #160 $8.95 ($2.00) 




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—Donald T Piele, Professor of Mathematics, 
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All volumes are softbound. 



r 



Creative Computing Press, Dept. Z720 , 39 East Hanover Ave., Morris Plains, NJ 07950 



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Listing 2: 3-D Plot for Sinclair (8K ROM. IK 
RAMI 



in FNA(Z), to an integer value using the 
FNA call. This program is translated into 
Sinclair Basic <8K ROM, IK RAM) in 
Listing 2. Here the string variable AS is 
used to replace DEFine and set the 
argument equal to 

SQR(X*X + Y*Y) 
in line 145 before calling for VAL AS. AS 
is an input since several different functions 
are plotted. The same results could be 
obtained by adding 

146 LET A=30*EXP(-Z*Z/100) 
and changing VAL AS to A in line 150, 
except that line 146 would have to be 
edited each time the function is changed. 
The functions are slightly altered to 
run on either IK or 16K RAM. Neither 
program, however, will work correctly 
with defective 8K ROMs. The plots appear 
within a circular X-Y plane tilted about 
30 degrees toward the viewer with the 
cuive rising above or falling below the 
plane. 

Try the following functions with the 
IK program: 

20*EXP(-Z*Z/100) 

20*SIN(Z/10)-15 

SQR ABS(150-Z*Z)*.4-2 

2()*(COS(Z. 16))-5 

20-20*SIN(Z/18) 
In the 16K version all the five functions 
above are held in F$ (see Listing 3). Each 
function word such as SIN uses only one 
byte in FS. At line 180 a zero is POKEd 
into DF-SZ, which is the system variable 
with the number of lines (usually two) in 
the lower part of the screen. Entering a 
zero into it allows printing the function 
on rhe 24th line. An input cursor will 
crash the system if called for when there 
is no room for it; so lines 330-340 replace 
a dummy input to stop the program 
temporarily (press any key to continue). 
This is a rather unusual example of an 
occasion when using a string variable to 
hold a function or functions can be useful. 
The technique would also be useful where 
a function is used several times within a 
program to facilitate the translation of a 
DEFine statement or to highlight a function 
at the start of a program. 

To use the programs, enter Listing 2, 
press RUN and NEWLINE and then enter 
one of the five functions above and observe 
the results. If you have 16K, enter the 
expanded version in Listing 3, press RUN 
and NEWLINE. However, since the func- 
tions are already included in the program, 
you do not have to enter them again. V 



10S INPUT H* 

110 FOR X=-2© TO 20 

120 LET L=* 

130 LET Y1=5#INT ISOR (408-X*X) 

14-0 FOR Y=Y1 TO -Y 1 STEP -5 

14.5 LET Z=SOR tX*X+Y*Y) 

150 LET Z = INT (25+URL fi$-.7*Y> 

160 IF Z<=L THEN GOTO 190 

170 LET L=Z 

1©0 PLOT X+20,Z-S 

190 NEXT Y 

210 NEXT X 




Listing 3] 3-D Plot for Sinclair (8K ROM, 16K- 
RAM) 



100 

110 
1 20 

130 



L50 



REM 3-D PLOT 
DIM F* (5.. 16) 
LET F4 (1) ="25*EXP (-Z*Z^10G 

LET F$(2) ="25*5IN (Z, 10) -15 

LET F* (3) ="25* (COS CZ/iS) ) - 

LET P$(4)="25-25*5IN (Z/18) 



160 


LET F* (5> ="25*EXP (-COS (Z/ 


6 * ) - 


-13" 


170 


FOR 6=1 TO 5 


130 


POKE 164 18,0 


1-90 


PRINT RT £ 


20© 


PRU5E 99 


210 


FOR X=-25 TO 25 


22© 


LET L=0 


230 


LET Y 1=4.* INT (SOR i625-X*X> 


4-) 




240 


FOR Y=Y1 TO -Yl 5TEP -4 


2S0 


LET Z = S G R f X * X * r * Y 3 


260 


Z = INT ~5+UPL F$(B) -.7* 


270 


IF Z<=L THEN GOTO 310 


280 


LET L=Z 


290 


P L OT X + 38 , 2 - 8 


300 


PRUSE 


310 


NEXT V 


320 


NEXT X 


330 


PRUSE 9999 


34-0 


IF INKEY$="" THEN GOTO 330 


350 


CL5 


360 


NEXT B 


370 


STOP 




66 



SYNC Magazine 



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4K ROM <8K ROM); IK RAM 



Handling Strings from 
Another 



Ken Berggren 



Does this story sound familiar? One day. 
Fred found an excellent short program in 
a magazine article and he decided to 
translate it for his ZX80. But after entering 
only a few lines of the program, he ran 
into a statement like this: 

250DIMNS(4) 
'What in the world Hoes that mean? he 
asked himself. When he could not answer 
that, he consulted a friend with a TRS-80. 
His friend explained that it works just like 
a regular DIM statement but with strings 
instead of numeric variables. That is, DIM 
N$(4) sets up four strings with the same 
name. NS, but individually numbered 1-4. 
Fred frantically flipped through the pages 
of the ZX80 manual and found the terse 
explanation of the DIM statement on page 
89. But there was nothing there about strings. 
So, he set aside the magazine article and 
decided to stick with programs written 
just for the ZX80. 

Well, if Fred sounds like some people 
you know, then consider this article dedi- 
cated to them. SYNC is a fine magazine, 
but it cannot publish every program that 
will work in the ZX80. And just because 
you cannot use a statement like DIM N$(4) 
does not mean that you cannot translate a 
program that uses it. 

Now you 8K ROMers realize that your 
supercharged machines will DIMension 
strings without any hocus-POKEus. and 
you may be tempted to turn the page on 
me. But stick with me because I think that 
you will find this technique very interesting 
if not useful. Any way , from now on we will 
be talking strictly in terms of the 4K ROM. 

It is true that the people who designed 
the 4K ROM left out the ability to DIMen- 
sion strings. However, with a few well- 
placed POKEs, you can plug up that hole 
in the 4K ROM. 

Ken Berggren, 104 Ridgeway Ave.. Louisville. KV 
40207. 



For example, enter this short program. 

100 FOR 1 = 1 TO 4 
110 POKE 16450.1 + 37 
120 INPUT AS 
130 NEXT I 

The A in line 120 is stored in the memory 
location 16450. The code for an A is 38, 
So. at present, a 38 is stored at the location 
16450. When you RUN this program, it 
will execute lines 1 10 and 120 four times. 
The first time through, line 1 10 will POKE 
a 38 ( 1 +37) into the location 16450. Then, 
line 120 will INPUT AS. But the second 
time through, line 110 will POKE a 39 
(2+37) into location 16450. Since 39 is the 
code for a B, line 120 will then INPUT BS. 
This program actually changed itself! The 
third time through the loop, line 1 10 POKEs 
a 40(3+37) into the memory location, and 
line 120will INPUTCS. When the program 
is finished, it will have stored four strings: 
AS, BS. CS. and DS. You can imagine that 
these are numbered 1-4 because when 1 = 1 
vou INPUT AS and when I =4 you INPUT 
D$. 

RUN the program and enter four words. 
Now change line 120 to 120 PRINT A$ 
and then GO TO 100. The method will 
work with INPUT, PRINT or any other 
string functions. 

Some of you may thinking, "Big deal. 
What good is all this?" I think that the 
following two programs will illustrate the 
virtues of this technique. 

The first program is a simple sort program. 
We all know that computers are very good 
at putting numbers in order. And since 
computers store letters as numbers, they 
are also good at putting words in order 
(alphabetical order, that is). The program 
will alphabetize up to 25 words and will 
display up to 22 of them. 

Using the program is simple. Just enter 
the number of words you want to alpha- 
betize and then enter the word with a 
NEWLINE after each one. When you have 
had the last word, the program takes over, 
and, a few seconds later, the words are 
displayed in alphabetical order. 



I think that it is worth noting line 240. 1 
do not know if other Basics let you use 
inequalities with strings, but ZX80 Basic 
does. That is a very nice feature. If you 
want to put the words in reverse order, 
simply reverse the inequality. 

This program is not so great by itself. 
But it could be developed into a good 
utility program for handling a list of the 
names of friends for an address book or 
names of students for a grade book. It 
could possibly be adapted to help teach 
dictionary skills. 

The second program illustrates the 
technique by computerizing a card game 
played something like Rack-0 (by Milton 
Bradley). The POKEing is used to call 
each player by his name rather than the 
impersonal PLAYER 1. PLAYER 2, etc. 

In this game, the players are dealt ten 
numbered cards. The remaining cards are 
placed face down, and the top card is 
turned face up to form a discard pile as in 
Gin. The object is to get ten cards in 
numerical order (not necessarily consecu- 
tive order). This is done by drawing a card 
from either pile and exchanging it for one 
of your cards. 

In this version, of course, the computer 
handles all the cards. First, it shuffles them 
and places them into each player's "rack." 
Then the first player's cards are displayed 
and he is asked if he wants the card showing 
in the discard pile. If he does not. he enters 
"NO," and he is given a card from the face 
down pile. If he does not want that card, 
he enters "NO" again and his turn is over. 
If he decides to take either card, he enters 
"YES" and the computer will ask where in 
his "rack" he wants the card to go. The 
player then enters a number 0-9. His card 
will be placed in that position, and his turn 
will end. 

At the end of each player's turn, the 
computer will display the cards that the 
player has in order so far. Then a NEWLINE 
will start the next player's turn. 

The game ends when one player get his 
cards in order. To start a new game you 
have to RUN the program again. 

If you have more than IK of RAM, you 
could probably teach the computer how 
to play the game and then play against it. 
You could also allow more than four players. 
But be careful. Any modifications of these 
programs may affect the POKE locations. 
To make sure, LET 1=0 and then GO TO 
the POKE statement in question. If the 
next statement does not contain a 9$ after 
you do that, you will have to change the 
POKE location until it does. But trial and 
error will not work very well if you make 
big changes or if you write your own 
programs. Then you will need a more exact 
method of finding the location of a specific 
byte in a program. 



68 



SYNC Magazine 



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.Program I. Alphabetize |4K ROM; IK RAM).. 



Program 2: Card Strings (4K ROM; IK RAM)_ 



One way is to count the bytes in each 
line and add them up. Every line has two 
bytes for the line number (no matter how 
many digits), one byte for the Newline at 
the end of the line, and one byte for every 
keystoke in between. So, in the example 
program, line 100 takes 9 bytes, line 110 
takes 14 bytes, and line 120 takes 3 bytes 
up to the A for a total of 26 bytes. Add 26 
to 16424, which is the starting address of 
every 4K ROM program, and you get 16450. 
That is the actual location of the A in 
memory. However, counting all the bytes 
in a long program is a very tedious chore. 1 
found a better way. 

When USR(24) is put into a program, it 
stops the execution of the program and 
returns the starting address of the next 
line. To illustrate, insert 115 PRINT USR(24) 
into the short program and then GO TO 
1 15. 16458 appears on the screen because 
that is now the starting location of line 
1 20. Line 1 1 5 takes 1 1 bytes so. when it is 
deleted, line 120 will move up 1 1 bytes to 
16447. Adding the three bytes of line 120 
again shows that the location of the A is 
16450. USRI24) is an invaluable utility 
whenever you need to know the location 
of a byte in your program. 

A lot of programs out there in books 
and magazines can be adapted to the ZX80. 
But sometimes you really have to work to 
get them to. Now the lack of DIMensioned 
strings is no longer a problem. There are 
other shortcomings in the 4K ROM in 
dealing with other Basics. Yet, with a little 
determination and ingenuity, you can 
usually get around them. 



1 00 


PRINT "HOW MANY ENTRIES 


110 


INPUT N 


120 


F0RI=1 TO N 


1 30 


PUKE 16478, I 


140 


INPUT ** 


I 50 


NEXT I 


200 


FOR 1=1 10 N 


210 


FOR J=l TO N-I 


220 


POKE 16537, J +37 


230 


POKE 16540, J +38 


240 


IF B*>C» THEN GO SUB 90 


250 


NEXT J 


260 


NEXT I 


300 


FOR 1=1 TO H 


5 1 


POKE 16584, 1+37 


320 


PRINT D* 


330 


NEXT I 


340 


STOP 


900 


POKE 16658, J +37 


9 1 


POKE 16664, J +37 


920 


POKE 16667, J +38 


930 


POKE 16673, J +38 


940 


LET ZS=E* 


950 


LET F*=G* 


960 


LET H*=Z* 


970 


RETURN 



Notes: 

100-150: Get the words. 
130: Changes A$. 
200-260: Sort the words. 
770- Chanoe<; RS 
230: Changes C$. 
300-340: Display the words. 
310: Changes D$. 
900: Changes ES. 
910: Changes F$. 
920: Changes GS. 
930: Changes HS. 
900-970: Move the words. 



. Sample Run _ 




100 PRINT "PLAYERS (2-4) ?" 

110 INPUT N 

120 FOR 1=1 TO N 

130 PRINT "PLAYER**"; I 

140 POKE 16489, 1+37 

150 INPUT A* 

160 NEXT I 

190 LET E=20+10*N 

200 DIM CCE) 

210 FOR 1=1 TO E 

220 LET P=RND<E> 

IF C(P)>0 THEN GO TO 220 
240 LET C<P)=I 
250 NEXT I 
300 LET F-E-19 
400 FOR 1=1 TO N 
410 CLB 
415 LET T=0 
420 POKE 16616, I 
430 PRINT B* 
435 PR INI 
440 FOR J="-0 TO 9 
450 PRINT J; 

452 FOR L=0 TO C(J*N+I)/N/4 
454 PRINT "#"; 
456 NEXT L 
458 PRINT C(J*N+I) 
460 IF T=0 THEN GO TO 490 
465 IF I >9 THEN GO TO BOO 
470 I F C ( J*N+ 1 ) ■■ C < J ^M+N+ I ) T HEN 

RE I URN 
480 LET l=T+l 
490 NEX I J 
495 PRINT 
500 LET Y*="SH0W" 
5 1 PR I NT Y* ; " **CARD= " ; C ( P > ; " #1 A 

KE 
520 INPUT Z* 

530 IF Z*>"X" THEN BQ TO 600 
540 IF Y$=" DRAWN" THEN GO TO 65 


550 LET P=P+1 

560 IF P-E THEN LEI F-E-19 
570 LET Y*= N DRAWN" 
580 GO TO 510 
600 PRINT "PLACE " 
610 INPUT J 
620 LET T=C(J*N+1) 
630 LET C(J»M+I>=C<P) 
640 LET C(P)«T 
650 CLS 
660 LET f=l 
670 GO BUB 430 
680 INPUT 1% 
700 NEXT I 
710 GO TO 4 
800 POKE 16988, H 
310 PRINT CS>; ,! **WINS" 

Notes: 

100-160: Get the players. 
190: E= total number of cards. 
200-250: Shuffle the cards. 
300: P— pointer to show card. 
410-490: Display a player's cards. 
452-458: Spaces each card over by magni- 
tude. 

465-480: Part of winner test subroutine. 
500-580: Players pick their cards. 
600-640: Chosen card put in "rack." 
650-680: Test for winner. 

Display cards in order so far. 
700: Next player's turn. 
710: Back to player 1. 
800-810: Print the winner. 



i 



70 



SYNC Magazine 



NK ROM Versions 

Although the article is intended to help 
4K ROM users, we thought the 8K ROM 
users might like to use the programs so 
the 8K ROM Versions are also given below 
in Programs 3 and 4. ^ 



_Pro R ram 3: Alphabetize |8K ROM; IK RAM).. 



100 PRINT "HOU MflWY ENTRIES?" 

110 INPU1 

115 £>IH R*tN 

130 FOR 1=1 TO N 

14-0 INPUT ft* (1.1 

150 NEXT I 

200 FOR II TO N 

210 FOR . 

24-0 IF H$ i <J) >R$ U + l; THEN GOSUB 

900 

250 NEXT J 

260 NEXT I 

300 FOR 1=1 TO N 

320 PRINT h$ ( I) 

330 NEXT I 

340 STOP 

94-0 LET 2*=fl»lwO 

950 LET fl*tJ» =R*iJ+l) 

960 LET H$ CJ + JL) =Z* 

970 RETURN 



Program 4: 
Card Strings (8K ROM; over IK RAM). 



100 PRINT "PLflYER5(2-4l^" 

110 INPUT N 

115 DIM R*(N,10) 

120 FOR 1=1 TO N 

130 PRINT "PLAYER " ; I 

150 INPUT R*(I> 

160 NEXT I 

190 LET E=20a0*N 

200 DIM C <E) 

210 FOR 1=1 TO E 

220 LET P=INT (RND*E) +1 

230 IF C (P) >0 THEN GOTO 220 

24.0 LET C (P> =1 

260 NEXT I 

300 LET P=E-19 

4.00 FOR 1=1 TO N 

4 10 CLS 

4-15 LET T=0 

430 PRINT R$(I) 

435 PRINT 

440 FOR J=0 TO 9 

4 50 PRINT U.; 

4-S2 FOR L=0 TO C(U*N+I)/N/4 

454 PRINT " "; 

456 NEXT L 

4-53 PRINT C(U*N + I) 

460 IF T=0 THEN GOTO 490 

465 IF T>9 THEN GOTO 800 

470 IF C ( J*N+I) >C <J*N+N+I> THEN 

RETURN 

4 80 LET T=T+1 

4 90 NEXT J 
495 PRINT 

500 LET Y$="5HOU" 

510 print Y*; •■ CRM>«"; C (P) ; " tr 

KE? M 
520 INPUT Z* 

530 IF Z$>"X" THEN GOTO 600 
540 XF V*=*DRRWN" THEN GOTO 650 
550 LET P=P*I 

560 IF P>E THEN LET P=E-19 
570 LET Y$ = "DRflUIN" 
580 GOTO 510 
500 PRINT "PLRCE^"' 
610 INPUT <J 
620 LET T=CtO*N+I> 
6 30 LET C(JtN+I)sCIP) 
640 LET C (P) =T 
650 CLS 
660 LET T=l 
570 GOSUB 430 
680 INPUT Z$ 
^00 NEXT I 
"10 GOTO 400 

5 10 PRINT R* I I 



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age: $.50/kit.) Please allow 4 weeks for 
delivery. Free catalog available. 



July/August 1982 



71 



SINCLAIR ZX81 & TS1000 SOFTWARE 
Fifty games for less than S2 ea. 
Send SASE for FREE catalog to: 

BIOCAL SOFTWARE 

340 Cypress Dr. 
Fairfax. Calif. 94930 



4 8K, IK BASIC Programs - Sketchpad. 

Combinations of 7, Enterprise (picture 

only) and Hebrew Tutor, $10.00. 

Reply To 

DRRP, P.O Box 3664 

Peabody, Mass. 01960 



' ZX81 KEYBOARD TACTILE FEEDBACK ' 
FEEL WHERE YOUR KEYS ARE* 

TOUCH TYPING POSSIBLE. HELPS STOP 
MISSED KEYS. SIMPLE TO INSTALL OVERLAY 
$3 95 

P HARGRAVE 

SITE V. RR4. 

NANAINO. BRITISH COLUMBIA 

V9R 5X9 CANADA 



OTHELLO FOR 1K 

GRAPHICS, HIGH-SKILL 
PLAYiNG ALGORITHM 
PROGRAM LISTING — $2.00 
INTELLECTUAL GAMES 

193 PEACEABLE ST. 
RIDGEFIELD, CT 06877 



>« f •$ II «■ _ »! ■ ■ • • • • •• <j 

VOTEM ^A ^^ 

^Mf $39.95 (KIT) 
^^^^^ $59.95 (A&T) 
ANALOG INTERFACE FOR THE ZX81 



. 'real world " ol analog 
signal processing VOTEM is a eomplalo packags. con 
sis ling ol the necessary Hardware and sollware lo enable 
your computer 10 measure voltages and temperatures 
VOTEM also includes Ma the tape 

signal for dependable LOAD* 

Timex TMS 1000 Sinclai' 




L ! 



• Can be powered from computer's supply (cable included) 

• Tape signal conditioning circuitry 

• Tape Signal monitoring capability (audio and visual] 

• Manual includes detailed hit assembly and calibration 

• Software tor calibration and applications fits in IK RAM 
■ Instructions tO' adapting lo othet 780 compute- systems 
•Conipact. I" by *" by 3" 

Also, sialic RAM chips 61 »6P 3 <?* by B) with instructions 
r upgradino Sinclait ZX81 computer Irom IK 10 2K Only 
I 95 each Send Chech or money order include *3 shipp 
and handling 

Down Eatt Computers 

P.O. Box 3096 
Gre#n*ille. NC 27834 

♦» mm mm mm ♦» » » » » ♦» 



8K ROM: 16K RAM 




72 



The 8K ROM and 16K RAM have 
given ZX80/81 users new possibilities in 
programming their own games. Alien 
Treasure is an example of how some of 
these new capabilities may be used. 

In Alien Treasure two kinds of treasure 
are scattered over the surface of a planet 
far from earth. Your ship has landed, and 
you have sent out your robot searcher 
which you guide from your control room. 
The field of search shows on your ZX81 
as a full screen display. The treasure is 
marked by inverse video periods which 
are worth one point each and by inverse 
video asterisks which are worth 10 points 
each. (You can set the vaiues in your own 
currency if you wish.) However, there are 
always hazards in searching for treasure. 
In this case a powerful monster is guard- 
ing the search area. While your robot is 
attempting to pick up the treasures, you 
must guide it to avoid this monster which 
appears on your screen as an inverse 
video 0. Your robot, shown as a graphic 
square, is moved about by the use of the 
cursor control keys 5, 6, 7, and 8. The 
robot also can take a jump away to a 
random position in the same column by 
using the key. However, you must use 
this key with caution because the robot 
may land right on top of the monster. 

The current total of your successful 
treasure gathering is displayed on the 
screen in the upper left corner. The total 
you must beat is displayed to the right of 
yours. 

The game uses a 22 * 32 array to keep 
track of the treasure locations. When the 
game is run, it takes about 20 seconds for 
the screen and the array to be set up and 
loaded with the proper values. So do not 
hit the BREAK key too soon because you 
think the program is in an infinite loop. 

Before you SAVE this program, exe- 
cute the CLEAR command. Otherwise 
you will save the entire array along with 
the program, and it will take much longer 
to SAVE and LOAD in the future. 

Alien Treasure has proved to be an 
interesting and challenging game for those 

Gary G. Chandler. ATU Box 283, Russellvilie, 

AR 72801. 



Chandler £ 



who have tried it so get out your keyboard 
and start the search. 
Line notes: 

30: inverse space 

36: inverse asterisk 

44: inverse period 

65: inverse zero 

66: inverse graphics on A 

73: inverse letters in "' , 

85: inverse space 

89: inverse space % 



1 LET Cl-0 

2 REM TRER5URE CHRSE 

4. REM BY GRRY G. CHftNDLER 

5 LET X=® 

6 LET Y = 16 

7 LET Y1=Y 

8 LET X1 = X 

9 LET R = INT (RND*22) 
13 LET B=*INT (RND*32) 
12 LET C=*0 

20 DIM HC22,32) 

26 FOR 1=0 TO 21 

26 FOR d=0 TO 31 

30 PRINT RT I,U;"*" 

31 IF 1=0 OR U=0 THEN GOTO 50 

32 IF NOT RND<.0S THEN GOTO 4© 
34. LET M (I+1,J + 1) =2 

36 PRINT RT I,J;"H" 

4-0 IF NOT RND<.1 THEN GOTO 50 

4.2 LET H (1+1, J + l) =1 

4.4 PRINT RT I,J;"|" 

50 NEXT J 

60 NEXT I 

65 PRINT RT X,Y, "H" 

66 PRINT RT R^B;"!" 

67 IF H (R + 1..B + 1) =2 THEN LET C« 
C+10 

68 IF H(Rfi,Bfl)=2 THEN LET H< 
R+1,B+1) =0 

69 IF HIR+1,B+1>=1 THEN LET C= 

" + 70 IF H (R+l .B+l) =1 THEN LET H< 
R+1,B+1> =0 

72 IF OC1 THEN L ET C 1=C 

^INT RT 0,0, "HI" ; C ; RT , 
' ;RT 0,21,01 

R>X THEN LET Xl*Xtl 
R<X THEN LET X1=X-1 
B>Y THEN LET Y1=Y+1 
B<Y THEN LET Y1=Y-1 
" RT X,Y; "■" 
=X1 



9; 



8 
81 

82 
83 
84- 



IF 
IF 
IF 
IF 

85 PRINT 

86 LET X= 



e 



87 LET Y=Y1 

88 IF X=R RND Y=B THEN GOTO 20 



89 IF NOT INKEY*='" 
RT fl.B, "U" 
95 IF INKEY$="0 
T <RND*22> 

98 IF INKEY$="5 



THEN PRINT 
THEN LET R=IN 
THEN LET B»B- 



100 IF 
L 
110 IF 



INKEY*="8" 
XNKEY *-'**" 



THEN LET B*B + 
THEN LET fl=R+ 



120 IF INKEY*="7" THEN LET fi = R- 

132 IF R>21 THEN LET R=21 

133 IF R<1 THEN LET R-l 

134 IF B>31 THEN LET B*31 

135 IF B<0 THEN LET B=0 

140 IF X«R RND Y*B THEN GOTO 20 

160 GOTO 65 

200 PRINT RT 10,10; "*#GOT YOU** 

202 PRINT RT fi,Br**X" 

205 PRINT RT 20,2;" PLRY RGRIN 

INPUT Y OR N " 

207 INPUT G* 

208 IF Gt«"N" THEN STOP 
210 GOTO 5 



SYNC Magazine 



.'Mtl'IK 



BASF-DPS 

WORLD STANDARD TAPE 



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COMPUTER GRADE 

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Call: 213/710-1430 



VORK lO Computer ware 

24573 Kittndge St.. A-1 Canoga Park. CA 91307 




BARLOG 
SOFTWARE 

•EAGLE LANDER-1K all 

Moon landing simulation LISTINGS 

•PICTURE PLOT-1K $2.00 

M/C Graphic routine 

•MEALA-MORPH-16K 

Survival in cafeterias 

•TEXTER-16K 

Text editor, printer commands 

A^L _^95^_ on^an y~8k rom" macShine " 
Send 20e for fulTlist" 

ALL listings explain programs 
in detail. 

Make check to: 

BOB LUCAS 
401 N. GEYER ROAD 
KIRKWOOD, MO 63122 



ZX81 ASSEMBLER 



2 PASS STANDARD Z-80. SYMBOLIC 
EXPRESSIONS. DECIMAL / 
HEXADECIMAL. 12K BASIC AND 
MACHINE CODE. 

ZX81 DISASSEMBLER 

STANDARD Z-80, 22 CODES IN 5 

SECONDS (FILLS SCREEN) 

DECIMAL /HEX. 

$15.00 FOR BOTH PROGRAMS 
POSTPAID 

BOBBERCH 

19JAQUESST 

ROCHESTER. NY 

14620 




LIGHT PEN 
for ZX81 UNDER $70 

DRAWS ON ANY TV SCREEN 
Erase & clear by just 



oi 



pVA 



SUPER GRAPHICS MODULE 
Lets you control every 
dot on your screen! 



touching the screen! 



6't< INTERNAL MEMORY 
Add ^K or 6K as you 
need it! 



CONTROL BOARD (8 I/O) 
Home Projects, Robotics 

No special commands-- Easy to use 

$69.95 KIT:$^9.95 PC3 $15. 




EASTHILL,OAKHAM,MAO 



EXPANSION BOARD 

Buffered Bus/Development Board for 
marketed and user built peripherals. 

Offers significant yet inexpensive access to ZX81 hardware. 




Optional 
voii feg 



Circuitry 
gives access 
to addresses 
8K to 16K for 
memory or 
memory mapped I/O 

Fastens to ZX81 



Improved Model: 
Bare Board $40* 

With connector I 

and complete documentation 

Kit $70* 

6 connectors. 9 chips, sockets 

and other parts 

'Add S3 tor ship & hndt 

Calif res add 6% tax 

To order send check or M O to 



All lines from 

computer port 

are on bus & in 

same order 

Buffered Data, 

Control & Address 

lines Data bus 

is two-way 



Two types of 

connectors 



9 chips needed. 
. if ts are 
standard. 



Finest quality board 

Plated thru holes 

solder mask legend 



PROMPT DELIVERY 

HUNDREDS OF SATISFIED 

USERS 

Please send stamp 

for more info 



(jDmputer 

301 16 th Ave 

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MORE Plans. Kits. 
Programs Inquire. 




ontinuum 



(415) 752 6294 



Ed. -A WORD OF CAUTION: Any 
hardware project for your computer must 

be approached with extreme caution. 
SYNC cannot be responsible for any 
problem that may arise from attempting 
hardware projects. Obviously, any dam- 
age to your computer can be costly in 
time and mom 



narcluuarE tips 



Thick Black Bars 

George R. Ingle 

In SYNC 1:6 Cecil Bridges points out 
that the thick black bars on the display 
may be caused by a failing capacitor in 
the power supply. However, it is not 
necessary to crack open the mains power 
adapter to replace the lOOOuF capacitor. 
A simpler solution is to add another 
capacitor, rated 20O470uFat 25wv, across 
the +5v and ground connection to the 
UHF/VHF modulator. This not only 
corrects the leaking capacitor problem 
but also greatly reduces the "lining" of 
the display caused by the ZX80 display 
circuit itself. Obviously, a miniature 
capacitor should be used because of the 
minimal free space inside the computer 
case. 



Comp. 


n 


Video 


VHF/UHF 

Modulator 


*. -a 








— H 

200-4 


« 1 

70uF T 



Insufficient 
Filtering Solved 

Robert D. Hartung 

Like many others I found that the DC 
filtering capacitance of the power supply 
included with the 16K RAM pack is 
borderline in supporting the demands of 
both the RAM pack and the ZX80 with 
its 17 extra ICs as compared with the 
ZX81. The symptoms of insufficient fil- 
tering include false LOADs from the 
excessive 60 Hz ripple in the DC and a 
horizontal line or blank bar moving verti- 
cally through the TV display every two 
seconds. If these symptoms disappear 
when the RAM pack is disconnected, 
either some component is drawing exces- 
sive current or. more likely, the added 
load of the RAM pack is causing inade- 
quate filtering of the unregulated DC 
power to the computer. 



Memory Expansion Power Supply 

George R. Ingle 



David Sommers mentions (SYNC 1:6) 
the problem of using an additional power 
supply with his memory expansion. For 
those building an additional memory 
expansion unit, the following suggestions 
might be helpful. 

1) Insure that all components are using 
a common ground return. 

2) Do not connect the +5v regulated 
voltages or +9 to +12 unregulated volt- 
age in parallel. Instead, use a common 
ground whether earth or floating. 



depending on the design, and feed the 
additional memory unit with a separate 
+ 5v regulated supply. 

3) Insure that the additional power 
supply is well-filtered and uses, if possible, 
a three prong grounded outlet and AC 
supply cord. 

(Ed. —A schematic of the authors power 
supply that provides for +/5v reg., +I2v 
reg., +5v reg., and -I2v unreg. is available 
from the author for $1.00 and a SASEj 



George R. In^le. 24593 1 2 Monterey Ave. San Bernadino, CA 92410. 
74 



Adding a 2200uF 50VDC capacitor 
across the output wires near the power 
jack eliminates the problem. Use a VOM 
or an LED tester to determine which is 
the positive output wire and which is the 
negative in order to be sure that you are 
observing the proper polarity in con- 
necting the capacitor. This capacitor also 
gives some protection against momentary 
drop-outs occurring on the main power 
lines. 

A note of caution: since a capacitor of 
this size stores considerable energy even 
after the power pack is unplugged from 
the AC outlet, I strongly recommend 
inserting a small lever type microswitch 
(e.g.. Radio Shack 275-016) in one of the 
DC wires near the computer power plug. 
This will avoid possible burning or fusing 
of the power jack outlets when the plug is 
inserted or withdrawn when the capacitor 
is charged. The switch gives a bonus of 
being a "panic" switch to get out of 
endless program sequences as well as to 
cut the power off when connecting or 
disconnecting the 16K RAM pack. 

To install the switch, cut and strip one 
of the power cord wires as near to the 
computer plug as practicable. Solder one 
wire end to the C lug of the switch and 
the other to the NC lug (normally closed). 
An LED pilot light can be added at the 
same time. Strip, but do not cut, one-half 
inch of the other power cord wire. Again, 
determine the polarity of this wire with 
the wire which goes from the switch lug 
to the computer plug. Solder the LED 
lead which is nearest the flatted side of 
the LED base (cathode) to the negative 
wire. Solder a IK resistor to the other 
LED lead and in series to the wire which 
is positive. Carefully tape all bare leads 
and connections to isolate them from 
each other. Since only 45 grams of pres- 
sure will open the switch, taping it to the 
power cord and plug will give all the 
necessary support. 

Robert D. Hartung. PO Box 125. Palmvra. NY 
14522. 

SYNC Magazine 



USE OUR PLANS AND SAVE $$$$$ 



SYN 
SYIV 
SYN 



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YOUR SINCLAIR 



KEYBOARD how to add a full-size keyboard 
to a ZX/80 or 81. Includes instructions on how 
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POWER SUPPLY Running a little hot? Design 
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BUSS Inexpensive exspansion system unlimits 
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JOYSTICK Add popular Atari joysticks and 
find out how much fun games can be. $2.50 

Send check or money order to: 



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Kerrville, Texas 78028 



PRACTICAL ZX-8U SOFTWARE 




ZX-81™ Not Just 

For Games 

Anymore! 



ZX-PANDE <":*), LTD., an American c ■?■ , ises the tremen- 

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1. YOUR SPECIAL DAY— IK— Good example of usfflg 1 
successive equations to answer a practical question. 
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2. CLOCKS AND TIMERS— IK— A digital clock; stan- 
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3. ANTP03JT PLOTTER— IK— Crunches any data to 
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u. CHECKBOOK, INCOME TAX AND BUDGET QRGAL'IZER^loK 
A powerful yet easy to use finance program — 10 jobs in menu 
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under desired categories for budget planning and income tax 
preparation. Hakes checkbook balancing easy. Ninety trans- 
actions manipulated at one time with 16K. • . . 0NLT $13.75* 



ZX-PANDINCLTD. 
P.O. BOX 25 
S'EWTON, NC 28658 
704-464-2742 



*ALL orders please add $1.25 
to total order to cover POST- 
AGE AND HANDLING. (Foreign 
orders add $2.00 to cover air 
costs. Your payment must be 
in a U. S. dollar draft pay- 
able to U. S. bank.) 



r 



Sinclair ® Computer Owners 



YOU NEED THIS! 




* Protects against power line glitches 

* Provides extra power for add-ons 

* Cuts heat in the internal rpgulatnr 

The HL-1205 uses the same modern switching regulator technology 
as used on big computers to trade harmful heat for extra power 
so ... Just plug your ZX81 A.C. Adapter into the HL-1205, plug 
the HL 1205 into the computer and turn on the switch. Add a 
rechargable 12 volt battery (not supplied) to have an UNINTER- 
RUPTABLE POWER SUPPLY, or operate from 12V car or truck 
system A MUST FOR SERIOUS COMPUTER USERS 



$35.95 plus $4.00 

shipping and handling 
30 day money back guarantee 



To order send check to: 
Hurricane Electronics Lab 
P.O. BOX 1280 
HURRICANE, UTAH 84737 
[8011635-2003 



MUSIC and KALEIDOSCOPES 



VIRTUOSO. A music synthesis program for the 
Timex/Sinclair and ZX81 with 2K or more. NO 
MUSIC KNOWLEDGE NECESSARY! 96 notes. 
range from put put to above treble clef, any tempo. 
Whole to 32nd notes. Songs may be saved for 
future use. Required hardware? - - Your cassette 
recorder. $6.95 pp. 

PLAYER 2X81. A less versatile music program for 
1K memory. Music instruction not included. $6.95 
pp. 

SQUARES and CROSSES, Kaleidoscopic 
simulations for the same machines. IK or more. 
$6.95 pp. 

All on standard cassette. Guaranteed to load. 
Music programs include random sound listing or 
save copy. Add $3.00 each, outside U.S. 

Mail order only.: 

William Don Maples 

688 Moore St. 
Lakewood, CO 80215. 



Ear Input Circuit 

James Dowell 

I upgraded my ZX80 (UHF) with the 
8K ROM and MicroAee Video Upgrade 
kit. I had no loading problems while I was 
using a Sears tape recorder. Later 1 
procured a Craig tape recorder as a 
dedicated component of my system. Then 
my loading problems began with no 
apparent permanent solution. 

Upon inspection of a defunct ZX80 
(VHF) with supposed loading problems. I 
discovered that Sinclair had made two 
minor modifications to the ear input 
circuit. One was the addition of a .Olmf 
capacitor across the terminals of the input 
jack (RFI filter). Removal of this capac- 
itor restored the loading capability of this 
unit. The other modification was the 
addition of a 6.8K resistor from the 
connecting bus between C12 and Rl to 
the +5V bus. Installing a similar resistor 
in my original ZX80 cleared all of my 
lnaHina nmKipmc and ureatlv increased 
the dynamic range of the input circuit. 



Problems in ROM Changing 

Herb Homung 

A common problem which occurs when 
replacing the 4K ROM with the 8K ROM 
is that the computer does not turn on 
every time (or even at all) when it is 
plugged in. If you have this problem, you 
can solve it by soldering a 33pf capacitor 
from REFRESH to ground. That is, solder 



the capacitor from pin 23A of the expan- 
sion connector to the ground connection 
of the RF modulator (case). Keep the 
leads as short as possible (see Figure 1). 
After performing this modification, I 
checked to see if the 16K RAM pack still 
worked and it did. 



Expansion connector 



Figure 1. 



Pin 23A (RFSH) 




Component side 



Solder 33pf 
capacitor here 



Top Line Hook Solution 

James Dowel! 

Tom Keeney's fine article (SYNC 2:1) 
points to a problem with the MicroAee 
Video Upgrade kit and the top line. A 
solution to this "top line hook" in SLOW 
mode is as follows: 

Connect a capacitor (.027-.030mf ) from 
pins 10-11 of IC6 to ground. Using the 
space of the unused C9, insulate the "hot" 
lead of the capacitor and pass it through 
the +5V hole for C9 (next to pin 14 of 
IC6) and connect to pins 10-11 ot 1C(>. 
Connect the ground lead of the capacitor 
to the ground hole for C9. Too little 
capacitance will not quite correct the 
hook whereas too much capacitance will 
over-correct the hook. 

I made a large cutout in the top cover 
of the ZX80 and cemented a 4x6x3/4 r 
inch plastic box over the opening. This 
gave me room to mount the Video 
Upgrade, Keyboard Beeper. Video 
Reverse Switch, and a Reset Switch in 
the ZX80. 

Although my ZX80 with Video 
Upgrade works fine with a 'defective' 8K 
ROM, I have been unable to make it 
work with the replacement ROM (which 
works fine in a non-upgraded ZX80). 

James Dowell. 735 Mvra Ave., Chulu Vista. CA 
92010. 



. Figure 2. 



Strong Signals on KBD through KBD 4 

Herb Homung 

Quite a few ZX81s that I have seen 
have very strong signals on KBD 
through KBD 4. This can cause the 
following problems: 1) some shifted func- 
tions will not work; 2} some characters 
are always shifted; 3) some characters 
will not print at all. These problems may 
appear all the time or only after adding a 
printer, plugging in a 16K memory mod- 
ule, or upgrading the keyboard. 

This condition can be corrected by 
removing the 10K Q resistor pack (RP3) 
and replacing it with 8.2Kf2 resistors. 
Solder one lead from each resistor to the 
KBD through KBD 4 a solder the other 
leads together and to the "C" contact of 
the circuit board (see Figure 2). In some 
extreme cases it may be necessary to 
change the resistor to as low as 6.8KL^. 



IX 



X 



Tttt 

Connect resistors 
together as shown 



RP3 



1 11111)11 



Ed. —Herb Hornung is interested in hear- 
ing from readers who have hardware 
problems or information. He will attempt 
to help (no charge) if a stamped, self- 
addressed envelope is enclosed. 



5 Pin keyboard 
connector 



lllllllllUl 



8 Pin keyboard 
connector 



Remove RP3 and replace 
with 8.2K Q resistors 



Herb Hornung. Double H Electronics. 19.S Lelani. San Antonio. TX 78242. 



76 



SYNC Magazine 



RUSKR AFT'S 



ZC ORGANIZER 




MOLDED OF STURDY, BEIGE ABS, THE ZC 
ORGANIZER CONCEALS ALL THE ZX81 AND 
CASSETTE RECORDER CABLES, YET YOUR 
COMPUTER AND RECORDER ARE READY FOR 
INSTANT USE. SPACE IS ALSO PROVIDED 
FOR ADD ON MEMORIES SUCH AS THE 16K 
SINCLAIR, OR 64K MEMOTEK. 

GIVE YOUR ZX81 IT'S OWN HOME - 

JUST $14.95 + $2 SHIPPING/HANDLING 

SEND CHECK OR MONEY ORDER TO: 

RUSKRAFT ENGINEERING 
P.O. BOX 306, DEPT. A 
TINLEY PARK, IL. 60477 

PLEASE ALLOW 4 TO 6 WEEKS FOR DEL. 



practical 
software 

FOR THE SINCLAIR ZX80/81 (8K/16K) 

2 Unique computer programs on cassette 



► ZX INVENTORY • ZX DIRECTORY 

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» PRINTING CAPABILITY (ZX81 ) • STORAGE OF 60 FILES 

► COMPREHENSIVE SEARCH • PRINTING CAPABILITY (ZX81 1 
ROUTINES • COMPREHENSIVE SEARCH 

ROUTINE 



BOTH PROGRAMS EASILY MODIFIED TO 
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FOR INFORMATION OR VISA OR MASTERCARD ORDERS 
CALL (203) 643-7900 SHIPPING U S S1 50 OUTSIDE U S S3 00 



Does your ZX-80 need a 
home of its own? 



Designed especially 
for the Home 
Computer. This 
desk creates 
organization 
for all your 
hardware and 
software items. 

Rich Wood 
Grain Look 







The Gateway Guide to the 
ZX81 and ZX80 

by Mark Charlton 

The Gateway Guide is a practical programming man- 
ual for the beginner that furnishes over 70 fully docu- 
mented programs. The majority of the programs have 
been written for easy conversion from machine to 
machine (ZX81, 4K ZX80 or 1 K ZX80) 
The Gateway Guide describes each 
function and statement, illustrates it 
with a demonstration routine or pro- 
gram, and combines it with previously J 
discussed material to provide a solid 
basis for understanding your computer. 
5V2" x 8", 172 pages. $8.95 




Over-All Size 
24d x 33Vfew x 33h 



SHIPPED 
UNASSEMBLED, 
CLIPS TOGETHER I 
I I 

$74.95' 



Apt. # 



SHIPPED UPS. 
FRT. COLLECT 

MAIL ORDER TO 
WALSH * 

SIMMONS INC. 

2511 Iowa Si 

St Louis, MO 63104 



I Ctty 

I DESK PRICE .,$74 95 



State Zip 

MASTERCARD VISA 

I[ CHECK OR MONEY ORDER ENCLOSED \M EXP 
Acct. « l I I 1 1 I I 1 I I I I I I I 1 I 1 
I Interbank # for Master card: I I 1~T~1 
Exp, Date: 



Creative Computing Press 

Dept. 0000, 39 East Hanover Ave.. Morris Plains, NJ 07950 

Please send The Gateway Guide to the ZX81 and ZX80 @ $8.95* each 
plus $2 00 postage and handling. Outside USA add $3 00 per order- 
shipped air mail only. 

□ Enclosed is $ *NJ residents add 5% sales tax 

C Charge: D American Express D Visa □ MasterCard 



\ 



Account # 

Signature 

Mr Mrs Ms 
Address 



_Exp. Date 



City State /Zip_ 

Z720 



CHARGE ORDERS— for your convenience phone 
Toll Free 800-631-8112, In N J only (201 ) 540-0445 



Signature: 



resciLircES 



The "Resources" column lists new 
products for Sinclair users. Suppliers and 
users are invited to send brief product 
descriptions and ordering details to: 
Resources, SYNC, 39 E. Hanover Ave., 
Morris Plains, NJ 07950. 



User Groups 



Users 



North Alabama ZX80/1 
Group. For details contact: 
Bob Boyer 
1103RivlinRd. 
Huntsville, AL 

(205) 883-4354 (evenings) 



• San Francisco Bay Area Sinclair ZX 
Users Group (ZUG). Publishes news- 
letter SincLink. For details contact: 

Paul D. Perreault 

c/o Stanford Telecommunications, 

Inc. 
1195 Bordeaux Dr. 
Sunnyvale, CA 94086 
(418)734-5300, x267 

• Westinghouse ZX80/1 Users Club. 
Newsletter. $1 contribution appreci- 
ated. For details contact: 

Jack Fogarty 
Westinghouse MS 3525 
POBox 1521 
Baltimore, MD 21203 

• Pittsburgh Area Computer Club 
(Special Interest Group: Sinclair). For 
details contact: 

Dick Walsh 
1605 Middlecrest Dr. 
Glenshaw,PA 15116 
(412)487-0789 

• Chattanooga Area Sinclair Users. For 
details contact: 

Dan Williams 
PO Box 1321 
CollegedalcTN 37315 

Forming a User Group 

• Any Evanston, IL, area users inter- 
ested in forming a group? Contact: 

Brendan P. Holly 
1246 Elm wood Ave. 
Evanston, IL 



ROM Disassembly 



Sinclair ZX81 ROM Disassembly. 
Part A (the operating system) by Dr. 
Ian Logan, $15.00. Sinclair ZX81 ROM 
Disassembly, Part B (calculator rou- 
tines), $17.00. Sent direct by airmail 
by the author. U.S. personal checks 
accepted. Spectrum books in develop- 
ment. 

Logan Software (Lincoln) 

24 Nurses Lane, Skellingthorpe 

Lincoln LN6 0TT 

United Kingdom 

The ZX80 IK Disassembler for the 
4K ROM ZX80 and The ZX81 IK 
Disassembler for the ZX81 and 8K 
ROM ZX80. Begins with starting 
address, a key is calculated and dis- 
played, manual then gives mnemonic, 
all numbers displayed in decimal, 
about 100 bytes of RAM to store MC 
program for disassembly; RAM mem- 
ory test provided; addresses of bytes 
failing the test are displayed. Manual, 
reference cards, and cassette with 
disassembler and memory test pro- 
grams, $9.95 pp. for either 4K or 8K. 
Further information and catalog upon 
request. 

Lamo-Lem Laboratories 

Box 2382 

La Jolla, CA 92038-2382 

ZXBUG V3.125. Machine code mon- 
itor/debugger with full ZILOG dis- 
assembler. Just under 4K; resides at 
top of the 16K ZX81; 30 commands. 
Allows: search of any block for any 
occurrence of a byte or word, display 
and altering of main and auxiliary 
registers, examination of flags, replace- 
ment in a given block of all occur- 
rences of a byte with another, moving 
blocks around in memory, display of 
Z80 ZILOG Mnemonic disassembler 
page by page. £7.00. 

Artie Computing Ltd. 

396 James Reckitt Ave. 

Hull, North Humberside 

United Kingdom 



Catalogs/Directories/ 
Indexes/ 

• Soft ware Vendor Direc tory. ( 6th ed . ) . 
Cross referenced index covering 22 
systems and over 12,000 software pro- 
ducts in 300 categories obtainable from 
1,800 software vendors and 123 hard- 
ware vendors. $57.95; with 2 updates 
in 12 months: $100 or $260 on disk. 
Contact: 

Micro-Software Services. Inc. 
PO Box 482 
Nyack,NY 10960 
(914) 358-1340 

• ZX80/81 Users" Library. A catalog 
in 3-ring binder format with program- 
ming tips and abstracts of programs 
submitted by subscribers and checked 
by library staff for accuracy and use- 
fulness. Periodic newsletter. Program 
prices: $1.50 for IK, $3.00 for 16K. 
Annual subscription: $25 for U.S.; $32 
for non-U.S. For further details con- 
tact: 

ZX80/81 Users' Library 
Suite 434 

4614 Kilauea Ave. 
Honolulu. HI 96816 

Periodicals 

• Imprint Software review program. A 
quarterly newsletter of software 
reviews by category. For details con- 
tact: 

Software Review 
Imprint Software 
420 South Howes 
Ft. Collins, CO 80521 

(303) 482-5574; Telex 45-4590 
In U.K.: 

Software Review 
Imprint Software 
16 Milton Ave. 
Highgate, London N6 

• ETC: Educational Technology and 
Communication. A monthly newsletter 
to help schools, esp. decision makers, 
to move into the new technology. $36 
for one year; $60 for two years. 

ETC Subscription Department 

Far West Laboratory 

1855FolsomSt. 

San Francisco, CA 94103 



78 



SYNC Magazine 



Programming Programs 

• PEEK displays 100 memory locations 
in decimal I Basic); BASE gives con- 
versions of octal, decimal, binary, hex, 
hibyte/lobyte (Basic): FPU a PEEK 
and POKE Utility, a fully documented 
monitor (Basic and me). All four pro- 
grams on standard cassette and full 
documentation (64 pp.; 8 1/2 x 11) for 
$24.17. Bidirectional Dictionary gives 
2 lists: from Decimal OP CODE 
arranged numerically to Assembler 
Mnemonic and from Assembler Mne- 
monic arranged alpha-numerically to 
Decimal OP CODE. 

Joseph L. Hartmann 
101 Tonnele Ave. 
Jersey City, NJ 07306 

Educational Programs 

• "Fun to Learn" series. 8 cassettes: 
English Literature I and II, Geography, 
History, Mathematics, Inventions, and 
Music. $12.95 per cassette. $1.95 s&h 
per order. 

Sinclair Research Ltd. 
3 Sinclair Plaza 
Nashua, NH 03061 

Business/Household 

• Vu-Calc constructs large tables for 
purposes such as budgets, finances, 
and projections ($14.95). Vu-File stor- 
age and retrieval for collections, 
accounts, directories, membership lists 
($14.95). The Collector's Pack holds 
up to 400 records in each of 6 cate- 
gories ($17.95). The Club Record Con- 
troller holds names, addresses, phone 
numbers, and 5 additional categories 
for up to 100 members on one cassette 
($17.95). $1.95 s&h per order. 

Sinclair Research Ltd. 
3 Sinlair Plaza 
Nashua, NH 03061 

• ZX81 Personal Banking System. 
Keep detailed records of your 
finances; uses unique machine code to 
store all transactions in datafiles on 
cassette separate from the program. 
Cassette and 12 page manual for $20. 
Large SAE for details. 

J. P. Gibbons A.I.B. 
14 Avalon Road 
Orpington, Kent, BR6 9AX 
United Kingdom 

July/August 1982 



• Check Register, Inventory, and more 
programs for the ZX81 ( 16K to 64K). 
Makes full use of the 64K. Can be user 
defined to your RAM size. On high 
energy cassette $9.95 plus $1.00 sv!vh. 

Brittanysoft, Ltd. 
PO Box 1043 
Twin Falls, ID 83301 
1208)324-3086 

• Coin Collection, Stamp Col lea ion, 
and Baseball Card Collection. Data- 
base inventory programs using menii 
and descriptive prompts for ZX81 and 
ZX80 or MicroAce with 8K ROM. 16K 
RAM. Cassette (guaranteed loading l 
and manual. Each title $4.95 plus $1.05 
s&h. SASE for free catalog. 

M. C. Hoffman 
POBox 117 
Oakland. NJ 07436 

Graphics Programs 

• GRAPHIX. Image processor. No 
more tedious number punching to 
"draw" on the screen. Features: trans- 
ferable images, image mixer, image 
reverser, up to 12 "files." ZX81/ZX80 
(8K ROM); 16K RAM. $5.99 incl. post- 
age. 

Nick Godwin 

4 Hurkur Crescent, Eyemouth, 

Berwickshire TD 14 5AP 

Scotland 

• The Artist creates drawings and 
paintings on the screen. Features: 
user's choice of brushes and back- 
grounds, free mixing of graphics and 
alphanumeric^, easy specification of 
lines and circles, ability to store com- 
plex patterns and reproduce them 
anywhere on the screen. Cassette and 
instructions for $10. 

KSOFT 

845 Wellner Rd. 

Naperville,IL60540 

RAM Expansion 

• EconoTech 16K RAM Pack. Uses 
NMOS dynamic RAMs, standard 4116 
memory chips, and Sinclair power 
pack. Tight-fitting 44-way edge con- 
nector with gold-plated contacts plugs 
into expansion port; designed to pre- 
vent wobble. Compatible with ZX 
Printer. RAM pack with 6-month guar- 
antee and comprehensive instructions 
£19.95 (including VAT) plus £1.50 s&h 
to anywhere in the world. For further 
details contact: 

EconoTech 
30 Brockenhurst Way 
London S Wl 6 4UD 
United Kingdom 



2K RAM kit for ZX81 users with IK 
RAM. Increases program size (with 
filled screen) by more than 10 times. 
Kit includes: 2K-byte IC. 2 pan socket, 
lumper, solder, and easy instructions. 
$29.95 postpaid. 

Micro Logic Corp. 

PO Box 174-ZB 

Hackensack. NJ 07602 
(201)342-6518 



Light Pen 



• Light pen for ZX81 users. Palm-sized 
plug-on module with three modes: 
DRAW. ERASE, and CLEAR. Allows 
entering complex graphics by just 
touching the screen. Upper 90% of 
screen is free for graphics: lower 
portion divided into three zones for 
changing modes. Virtually eliminates 
the PRINT and PLOT statements. 
Images held in strings to be stored on 
cassette if desired. $69.95. 

ZODEX 
East Hill 
Oakham, MA 02068 

Interference Control 

• Toll Free Interference Control Hot 
Line. Experienced staff will analyze 
problem situations and make specific 
recommendations for control of pro- 
cessor or peripheral interference. Hot 
line: 1-800-225-4876 between 9 a.m. 
and 4 p.m. Eastern Time Monday 
through Friday. Free 40 page Inter- 
ference Control Product Catalog. 

Electronic Specialists, Inc. 
171 S. Main St. 
PO Box 389 
Natick, MA 01760 
(617)655-1532 

Fairs and Workshops 

MICROSCENE BRUM 82. A big 
ZX80/ZX8L Spectrum show in the 
center of Britain's second city: Bingley 
Hall, Birmingham 1 on 1 1 September, 
1982. Advance tickets £1; advance 
brochures £1. Send to: 

Microscene 

6 Battenhall Road 

Harborne 

Birmingham B17 9UD 

United Kingdom 

Games 

• Backgammon ($9.9S>. Chess <$12.»5,. 
Fantasy Games ($8.95), Space Raiders 
and Bombers ($8.95). Flight Simulation 
($9.95). 8 different Super Program 
cassettes ($8.95 ea.). $1.95 s&h per 
order. 

Sinclair Research Ltd. 

3 Sinclair Plaza 

Nashua. NH 03061 S 



79 



50 NIFTY 1K 

PROGRAMS FOR 

THE ZX81 



WIDE ASSORTMENT OF 

ACTIVITIES, GAMES, UTILITY 

PROGRAMS, ETC. 

MANY WITH GRAPHICS 

$9.95 INCLUDES 
POSTAGE/HANDLING 

LEE CARTER 

BOX 246 

HARRISON, ME. 

04040 



16K INSIDE?!! 




No Bulky Add-ons! 
Leaves back connector free 
for printer or peripherals! 
Inexpensive using your parts. 

Can be assembled and installed by 
anyone who can use a soldering pen. 
Complete instructions, including 
schematic, parts list, suggested 
Board layout, assembly and instal- 
lation. $7.95 

With optional pre-made P.C. Board. 
$18.95 from: 

Independence Research 

P.O. Box 1497 

Orem, Utah 84057 



Index to Advertisers 



Aardvark. 19 

Acts Audio 6 

Aerco 61 

AHex 11 

Andrew Development 35 

Apropos Technology 36 

Audiograph. 45 

Automata Ltd 69 

Banta Software 28 

Barlog Software 73 

B & B Software 32 

Berch, Bob 73 

Biocal Software 72 

Bridge Software 55 

Bruce, D. Electric 33 

Byte Back Co 15 

Carter, Lee ... 80 

C.E.D. Corp 34 

Cook Labs 23 

Computer Continum ... 73 

Cosmonics 10 

DRRP 72 

Data Assette 56-57 

Doran Engineering 69 

Down East Computers ... 72 

E-Z 



Key. 



69 



Edson Electronics 44 

Erza Group II Cover 3 

Florida Creations 67 

Fulcrum Products 10 

Furlong, Peter Products ., 32 

Gladstone Electronics 40-41 

Hargrave, P 72 

Heath Computer Services 6 

Hewson Consultants 54 

Hunter 8 

Huntington Computing 65 

Hurricane Electronics 20 

Hurricane Electronics Labs 75 

Independent Research 80 

Intellectual Games 72 

J C Software 60 

JEU Intelligent 44 

JRS Software 1 

Kayde Electronic Systems 9 

K B Enterprises 21 

Koala Softbear 28 

Lambs Software 62 



Leading Edge Cover 4 

L.J.H. Enterprises 52 

Maples, William 75 

Memotech 2 

Micro Computers Plus 5 

Micro-80 59 

Micro Logic 62 

Mind ware 46-47 

Mohr & Associates .. ■ 55 

N G M Inc 44 

Nirad 54 

Nooter Stock Program — 58 

Non-Trivial Solutions 12 

Omni Technology — • 8 

P & B Software 62 

Peak 20 

Professional Electronics 60 

Redditch 52 

Reston Publishing Co., Inc 7 

Rose Cassettes 60 

Ruskraft Engineering ., 77 

Scelbi 69 

Chris Shiotz 60 

Servitronics - 77 

Sinclair Applications Cover 2 

Sinclair Place 35 

Sinclair Research 25, 26, 27 

Sinware 37 

Softsync Inc 13 

Strategem Cybernetics . 71 

Synchronize 75 

Synchro Selte 42 

Syncware ■-• 50 

Synergistic Design 51 

Systems & Solutions 71 

Time Data 52 

Walsh & Simmons 77 

Webber, Dennis 60 

Wisconcic. 24 

Woods, Tom 44 

WSM Entertainment 33 

York 10 73 

Young's Computer Publications 21 

Zeta Software .33, 67 

Zedex 53 

Zodex 73 

Z X Chess 63 

Z X Panding Ltd 75 



EZRA GROUP II 
EZRA GROUP II 

The ZX81 /80/TS-1000'S are making a name 
with LOW prices... 



WE CHALLENGE THE SOFTWARE COMPANIES 
TO LOWER THEIR PRICES! 

For TS-1 000/ZX81 /ZX80/8K ROM 
1Kand 16K RAM versions 

Biorhythms 1.00 

Graphics Billboard 1 .00 

Horse Race 1 .00 

SPINNER T.M. (like Rubiks) 16K 2.00 

Skew-a-Sketch (like Etch) 1.00 

Improved Pause (ZX81) 1.00 

Linear Regression 2.00 

CHEWTER T.M. (Like Pac M-N) SLOW 2.95 

Shootist 2.00 

Random MUSIC! SLOW 2.00 

Self Addressed Stamped Envelope 
Gets YOU our Goodies Catalog 

ALL ORDERS AND CATALOG REQUESTS GET FREE 
Galactic Messages PROGRAM. 

EZRA GROUP II 
EZRA GROUP II 

P.O. Box 5222 San Diego, California 921 05 (714) 584-8291 




MORE THAN JUST ANOTHER PRETTY FACE 



Says who? Says ANSI. 

National Standards Institute (ANSI) ^"be fact is all 

Elephant™ floppies meet or exceed the specs required to 
meet or exceed all their standards. 

But just who is "subcommittee X3B8" to issue such 
pronouncements? 

They're a group of people representing a large, well- 
balanced cross section of disciplines— from academia, 
government agencies, and the computer industry. 
People from places like IBM, Hewlett-Packard, 3M, 
Lawrence Livermore Labs, The U.S. Department of 
Defense, Honeywell and The Association of Computer 
Programmers and Analysts. In short, it's a bunch of high- 
caliber nitpickers whose mission, it seems, in order to 



better disks for consumers, is also to make life miserable 
everyone in the disk-mnkinn business. 

How? By gathering together periodically (often, one 
suspects, under the full moon) to concoct more and more 
rules to increase the quality of flexible disks. Their most 
recent rule book runs over 20 single-spaced pages- 
listing, and insisting upon— hundreds upon hundreds of 
standards a disk must meet in order to be blessed by 
ANSI. (And thereby be taken seriously by people who 
take disks seriously.) 

In fact, if you'd like a copy of this formidable document, 
for free, just let us know and we'll send you one. Because 
once you know what it takes to make an Elephant for 
ANSI . . . 

We think you'll want us to make some Elephants for you. 



ELEPHANT. HEAVY DUTY DISKS. 

Distributed Exclusively by Leading Edge Products, Inc., 225 Turnpike Street, Canton, Massachusetts 02021 
Call: toll-free 1-800-343-6833; or in Massachusetts call coiled (617) 828-8150. Telex 951-624.